feat: implement procedural humanoid animations, modular weapon system, and dummy entity base classes

This commit is contained in:
DottsGit
2026-06-06 19:10:29 -04:00
parent fcdd75afc0
commit ff3e01a9e5
12 changed files with 400 additions and 52 deletions
+1 -1
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@@ -39,7 +39,7 @@ func _ready() -> void:
_update_label()
func take_damage(amount: float, hit_position: Vector3, source: Node = null) -> void:
func take_damage(amount: float, hit_position: Vector3, source: Node = null, impulse: Vector3 = Vector3.ZERO) -> void:
if is_dead:
return
+1 -1
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@@ -33,7 +33,7 @@ func _ready() -> void:
dps_label.modulate = Color(1, 0.8, 0)
add_child(dps_label)
func take_damage(amount: float, hit_position: Vector3, source: Node = null) -> void:
func take_damage(amount: float, hit_position: Vector3, source: Node = null, impulse: Vector3 = Vector3.ZERO) -> void:
var now = Time.get_ticks_msec() / 1000.0
damage_history.append({"time": now, "amount": amount})
+1 -1
View File
@@ -82,7 +82,7 @@ func _physics_process(delta: float) -> void:
var current_h_speed = Vector2(velocity.x, velocity.z).length()
visual_node.update_state("ground", current_h_speed)
func take_damage(amount: float, hit_position: Vector3, source: Node = null) -> void:
func take_damage(amount: float, hit_position: Vector3, source: Node = null, impulse: Vector3 = Vector3.ZERO) -> void:
if is_dead:
return