extends Node3D class_name Knife var weapon_name: String = "Knife" var base_damage: float = 100.0 var max_range: float = 3.0 var fire_rate: float = 0.5 var fire_cooldown: float = 0.0 var player: CharacterBody3D var camera: Camera3D var model_root: Node3D var auto_switch_slot: int = -1 var is_swinging: bool = false var default_pos: Vector3 = Vector3(0.3, -0.3, -0.945) var fire_sound: AudioStreamPlayer3D func _ready() -> void: set_process(true) set_process_input(true) model_root = Node3D.new() add_child(model_root) _build_model() position = default_pos func _build_model() -> void: var model_scene = load("res://assets/weapons/knife/source/Knife.fbx") if model_scene: var model = model_scene.instantiate() model_root.add_child(model) model.scale = Vector3(0.125, 0.125, 0.125) model.rotation_degrees.y = 270 for light in model.find_children("*", "Light3D", true, false): light.queue_free() var mat = StandardMaterial3D.new() mat.albedo_texture = load("res://assets/weapons/knife/textures/Color Palette.png") for child in model.find_children("*", "MeshInstance3D", true, false): child.set_surface_override_material(0, mat) # Audio (reusing shotgun reload or something generic for now, ideally a swish) fire_sound = AudioStreamPlayer3D.new() fire_sound.bus = "SFX" fire_sound.stream = AudioManager.stream_for("knife_swing", "res://assets/sounds/knife_swing.wav") fire_sound.pitch_scale = 1.2 fire_sound.volume_db = 0.0 model_root.add_child(fire_sound) func _process(delta: float) -> void: if fire_cooldown > 0.0: fire_cooldown -= delta func _input(event: InputEvent) -> void: if not visible or is_swinging: return if Input.get_mouse_mode() != Input.MOUSE_MODE_CAPTURED: return if event.is_action_pressed("fire") and fire_cooldown <= 0.0: _swing() func do_quick_melee(prev_slot: int) -> void: auto_switch_slot = prev_slot if fire_cooldown <= 0.0 and not is_swinging: _swing() else: if auto_switch_slot != -1 and get_parent() and get_parent().has_method("_equip_slot"): get_parent()._equip_slot(auto_switch_slot) auto_switch_slot = -1 var _swing_alt: bool = false # alternate slash direction each attack func _swing() -> void: is_swinging = true fire_cooldown = fire_rate _swing_alt = not _swing_alt if fire_sound: fire_sound.play() # A real slash: windup opposite, then a fast diagonal arc THROUGH screen # centre with the blade leading, alternating backhand/forehand. var s := 1.0 if _swing_alt else -1.0 var tween = create_tween() # Windup: cock back and up on the swing-origin side, blade rolled outward. tween.tween_property(self, "position", Vector3(0.55 * s, 0.05, -0.55), 0.08).set_ease(Tween.EASE_OUT) tween.parallel().tween_property(self, "rotation", Vector3( deg_to_rad(35), deg_to_rad(70 * s), deg_to_rad(-70 * s)), 0.08) # Slash: whip across to the other side, low — a full diagonal cut. tween.tween_property(self, "position", Vector3(-0.55 * s, -0.42, -0.80), 0.09).set_ease(Tween.EASE_IN) tween.parallel().tween_property(self, "rotation", Vector3( deg_to_rad(-25), deg_to_rad(120 * s), deg_to_rad(-100 * s)), 0.09) # Follow-through drift before recovering to guard. tween.tween_property(self, "position", Vector3(-0.62 * s, -0.5, -0.72), 0.06) tween.tween_property(self, "position", default_pos, 0.18).set_ease(Tween.EASE_OUT) tween.parallel().tween_property(self, "rotation", Vector3.ZERO, 0.18) # Third-person: the model swings an arm (synced to other players too). if player and player.has_method("_trigger_action"): player._trigger_action("melee") # Damage lands mid-slash. get_tree().create_timer(0.12).timeout.connect(_do_damage) # Finish swing get_tree().create_timer(0.41).timeout.connect(_finish_swing) func _do_damage() -> void: if not camera: return var space_state = camera.get_world_3d().direct_space_state var origin = camera.global_position var forward = -camera.global_transform.basis.z.normalized() # 1. Area damage using a sphere var shape = SphereShape3D.new() shape.radius = max_range / 2.0 var shape_pos = origin + forward * (max_range / 2.0) var query = PhysicsShapeQueryParameters3D.new() query.shape = shape query.transform = Transform3D(Basis(), shape_pos) if player: query.exclude = [player.get_rid()] var results = space_state.intersect_shape(query) var damaged_targets = [] for res in results: var col = res.collider if col.has_method("take_damage") and not damaged_targets.has(col): # Simple line of sight check to prevent hitting through walls var los_query = PhysicsRayQueryParameters3D.create(origin, col.global_position) if player: los_query.exclude = [player.get_rid()] var los_result = space_state.intersect_ray(los_query) if not los_result or los_result.collider == col: col.take_damage(base_damage, col.global_position, player) damaged_targets.append(col) # 2. Wall decal using a raycast down the center var ray_query = PhysicsRayQueryParameters3D.create(origin, origin + forward * max_range) if player: ray_query.exclude = [player.get_rid()] var ray_result = space_state.intersect_ray(ray_query) if ray_result: var col = ray_result.collider if not col.has_method("take_damage") and (col is StaticBody3D or col is CSGShape3D): ImpactSpawner.spawn(get_tree(), "slash", ray_result.position, ray_result.normal, 0.5) func _finish_swing() -> void: is_swinging = false if auto_switch_slot != -1 and get_parent() and get_parent().has_method("_equip_slot"): get_parent()._equip_slot(auto_switch_slot) auto_switch_slot = -1 func unequip() -> void: # If we are swapped manually, reset state is_swinging = false position = default_pos rotation = Vector3.ZERO