feat: implement walking and killable enemy dummy entities and player movement controller base

This commit is contained in:
DottsGit
2026-06-06 21:00:45 -04:00
parent eb9344c0bb
commit 54dfd342c2
3 changed files with 35 additions and 9 deletions
+9 -9
View File
@@ -499,7 +499,6 @@ func rpc_take_damage(amount: float, hit_pos: Vector3, attacker_id: int, weapon_n
if multiplayer.is_server():
var nm = get_node_or_null("/root/NetworkManager")
if nm and multiplayer.has_multiplayer_peer():
var victim_id = multiplayer.get_unique_id()
var killer_id = attacker_id
var assist_ids: Array = []
@@ -722,6 +721,15 @@ func _process(delta: float) -> void:
humanoid.set_weapon(synced_weapon_path)
humanoid.set_meta("current_weapon_path", synced_weapon_path)
return
# Update UI
if is_instance_valid(health_bar):
health_bar.value = health
health_label.text = "%d / %d" % [ceil(health), max_health]
if is_instance_valid(shield_bar):
shield_bar.value = shield
shield_label.text = "%d / %d" % [ceil(shield), max_shield]
if is_dead:
# Continuously follow the ragdoll torso
if is_instance_valid(ragdoll_instance) and is_instance_valid(camera):
@@ -744,14 +752,6 @@ func _process(delta: float) -> void:
shield += 20.0 * delta
if shield > max_shield:
shield = max_shield
# Update UI
if is_instance_valid(health_bar):
health_bar.value = health
health_label.text = "%d / %d" % [ceil(health), max_health]
if is_instance_valid(shield_bar):
shield_bar.value = shield
shield_label.text = "%d / %d" % [ceil(shield), max_shield]
func _setup_hud() -> void:
var margin = MarginContainer.new()