Files
Papay-Shooter/entities/target_dummy.gd
T
Nicholas ButzkeandClaude Fable 5 d05477c135 feat: Sketchfab-to-game character pipeline, FP/TP animated views, client-auth netcode, audio system
Character pipeline (tools/):
- sketchfab_import.py: search/download via Sketchfab Download API with
  license/attribution tracking (SKETCHFAB_API_TOKEN)
- autorig.py: headless Blender auto-rig — fits a Mixamo-named skeleton
  to unrigged humanoids, binds automatic weights
- merge_animations.py: merges the shared Mixamo-skeleton animation
  library onto any rigged character, strips root motion, canonical names
- pipeline.py: one command chains download -> rig -> animate -> register

In-game skin system:
- SkinManager autoload reads skins.json (auto-written by the pipeline)
- SkinnedPlayerModel rewritten: canonical clips with fallback chains,
  blend times, speed-scaled locomotion, weapon bone attachment
- First-person: full animated body for the owner, head hidden via
  SkeletonModifier3D; third-person: full model for other players
- Skin selector in main menu; skin id synced in multiplayer
- Fixed GLBLoader crash (GLTFDocument.get_animation_count doesn't exist)

Multiplayer sync overhaul:
- Movement is now client-authoritative: the owning peer simulates
  locally (no input round-trip), server keeps health/kills/death
- Remote players interpolate synced_position/velocity with
  extrapolation and snap-on-teleport
- Knockback/impulses routed to the simulating peer

Audio:
- AudioManager autoload: SFX/Weapons/Footsteps/UI/Music buses, pooled
  3D players, variation + pitch randomization, auto-registration from
  assets/sounds

Docs: 3D_ASSET_PIPELINE.md rewritten end-to-end, new ASSET_SOURCES.md
(non-procedural animation/map/sound sources) and SOUND_DESIGN.md.
Verified with debug/spawn_smoke_test.gd (headless: 24/24 checks pass).

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-06 02:28:58 -04:00

76 lines
2.1 KiB
GDScript

extends StaticBody3D
class_name TargetDummy
var visual_node: Node3D
var dps_label: Label3D
# Array of dictionaries: { "time": float, "amount": float }
var damage_history: Array = []
func _ready() -> void:
add_to_group("enemies") # Just in case we need to filter
# Collision Shape
var shape = CollisionShape3D.new()
shape.shape = CapsuleShape3D.new()
shape.shape.radius = 0.5
shape.shape.height = 2.0
shape.position = Vector3(0, 1.0, 0)
add_child(shape)
# Humanoid Model
visual_node = load("res://characters/humanoid_model.gd").new()
visual_node.name = "HumanoidModel"
visual_node.color = Color(0.8, 0.2, 0.2)
add_child(visual_node)
# DPS Label
dps_label = Label3D.new()
dps_label.text = "DPS: 0"
dps_label.pixel_size = 0.01
dps_label.billboard = BaseMaterial3D.BILLBOARD_ENABLED
dps_label.position = Vector3(0, 2.3, 0)
dps_label.modulate = Color(1, 0.8, 0)
add_child(dps_label)
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})
if source and source.has_method("spawn_damage_number"):
source.spawn_damage_number(amount, hit_position)
_wiggle()
func _process(_delta: float) -> void:
_update_dps()
func _update_dps() -> void:
var now = Time.get_ticks_msec() / 1000.0
var total_damage: float = 0.0
# Keep only last 5 seconds
var valid_history = []
for dmg in damage_history:
if now - dmg["time"] <= 5.0:
valid_history.append(dmg)
total_damage += dmg["amount"]
damage_history = valid_history
if damage_history.size() > 0:
var dps = total_damage / 5.0
dps_label.text = "DPS: %.1f" % dps
else:
dps_label.text = "DPS: 0"
func _wiggle() -> void:
# Small tween to shake the dummy
var tween = create_tween()
var orig_pos = Vector3.ZERO
var wiggle_dir = Vector3(randf_range(-0.1, 0.1), 0, randf_range(-0.1, 0.1))
tween.tween_property(visual_node, "position", orig_pos + wiggle_dir, 0.05)
tween.tween_property(visual_node, "position", orig_pos - wiggle_dir, 0.05)
tween.tween_property(visual_node, "position", orig_pos, 0.05)