add hitting projectile function
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@ -21,9 +21,9 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.5, 0)
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mesh = SubResource("BoxMesh_860q6")
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[node name="MeshInstance3D2" type="MeshInstance3D" parent="MeshInstance3D"]
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transform = Transform3D(1, 0, 0, 0, -4.37114e-08, -1, 0, 1, -4.37114e-08, 0, 0, -0.339801)
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transform = Transform3D(1, 0, 0, 0, -4.37114e-08, -1, 0, 1, -4.37114e-08, 0, 0.552548, -0.339801)
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mesh = SubResource("CylinderMesh_esok8")
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skeleton = NodePath("../..")
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[node name="Marker3D" type="Marker3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.624811, -0.590804)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.036, -0.590804)
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@ -14,9 +14,9 @@ height = 1.8
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[sub_resource type="BoxMesh" id="BoxMesh_fdktb"]
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size = Vector3(0.5, 0.5, 0.5)
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[sub_resource type="CylinderShape3D" id="CylinderShape3D_m8fdo"]
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height = 1.0
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radius = 1.5
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[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_5qjrf"]
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radius = 2.0
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height = 6.0
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[node name="Player" type="CharacterBody3D"]
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collision_layer = 16
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@ -36,11 +36,11 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.17779, 0.357218)
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mesh = SubResource("BoxMesh_fdktb")
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[node name="AttackArea" type="Area3D" parent="."]
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collision_layer = 0
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collision_layer = 32
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collision_mask = 32
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script = ExtResource("3_8pbtx")
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_collision_debug_material = ExtResource("4_ll2ct")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="AttackArea"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
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shape = SubResource("CylinderShape3D_m8fdo")
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shape = SubResource("CapsuleShape3D_5qjrf")
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@ -10,8 +10,8 @@ radius = 0.25
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radius = 0.25
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height = 0.5
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[node name="Projectile" type="Area3D"]
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top_level = true
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[node name="Projectile" type="AnimatableBody3D"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.535, 0)
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collision_layer = 32
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collision_mask = 32
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script = ExtResource("1_kv6x5")
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@ -12,6 +12,7 @@ func _ready() -> void:
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_debug_collision_shapes.init(get_children(), self, _collision_debug_material)
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Debugger.add_event("attacked")
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attacked.connect(func() -> void: Debugger.event_emitted("attacked", []))
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body_entered.connect(_on_body_entered)
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func _unhandled_input(event: InputEvent) -> void:
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@ -21,3 +22,12 @@ func _unhandled_input(event: InputEvent) -> void:
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func _attack() -> void:
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attacked.emit()
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func _hit_projectile(projectile: Projectile) -> void:
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projectile.queue_free()
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func _on_body_entered(node: Node3D) -> void:
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if node is Projectile:
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_hit_projectile(node as Projectile)
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@ -1,5 +1,5 @@
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class_name Projectile
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extends Area3D
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extends AnimatableBody3D
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@export var _collision_debug_material: Material
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@ -18,7 +18,7 @@ func _ready() -> void:
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global_position = _start_position
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func _process(delta: float) -> void:
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func _physics_process(delta: float) -> void:
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if _life_timer <= 0:
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queue_free()
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@ -30,3 +30,7 @@ func init(velocity: Vector3, start_position: Vector3, lifetime: float = 10) -> v
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_velocity = velocity
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_start_position = start_position
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_lifetime = lifetime
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func set_velocity(velocity: Vector3) -> void:
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_velocity = velocity
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