generated from Persson-dev/Godot-Xmake
Add Dying animation
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File diff suppressed because one or more lines are too long
@@ -16,6 +16,7 @@ void Zombie::_bind_methods() {
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ClassDB::bind_method(D_METHOD("hit_finished"), &Zombie::hit_finished);
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ClassDB::bind_method(D_METHOD("_on_area_3d_a_zombie_head_shot_hit", "m_Health"), &Zombie::_on_area_3d_a_zombie_head_shot_hit);
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ClassDB::bind_method(D_METHOD("_on_area_3d_a_zombie_body_shot_hit", "m_Health"), &Zombie::_on_area_3d_a_zombie_body_shot_hit);
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ClassDB::bind_method(D_METHOD("_on_timer_timeout"), &Zombie::_on_timer_timeout);
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ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "m_PlayerPath"), "set_m_PlayerPath", "get_m_PlayerPath");
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}
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@@ -44,6 +45,9 @@ void Zombie::_ready() {
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DEV_ASSERT(m_HeadCollision);
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m_HeadCollision->connect("a_ZombieHeadShotHit", Callable(this, "_on_area_3d_a_zombie_head_shot_hit"));
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connect_collision_shapes(m_BodyPartsCollision);
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m_Timer = memnew(Timer);
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add_child(m_Timer);
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m_Timer->connect("timeout", callable_mp(this, &Zombie::_on_timer_timeout));
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}
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void Zombie::_process(float a_Delta) {
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@@ -92,7 +96,10 @@ void Zombie::hit_finished() {
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void Zombie::apply_damage(int dam) {
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m_Health -= dam;
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if (m_Health <= 0) {
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queue_free();
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m_AnimationTree->set("parameters/conditions/die", true);
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this->set_velocity(Vector3(0, 0, 0));
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m_Timer->set_wait_time(4.0);
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m_Timer->start();
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}
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}
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@@ -113,4 +120,8 @@ void Zombie::connect_collision_shapes(const std::vector<StringName>& body_parts)
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}
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}
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void Zombie::_on_timer_timeout() {
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queue_free();
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}
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} // namespace blitz
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@@ -8,6 +8,7 @@
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#include <godot_cpp/classes/navigation_agent3d.hpp>
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#include <godot_cpp/variant/node_path.hpp>
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#include <godot_cpp/variant/string_name.hpp>
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#include <godot_cpp/classes/timer.hpp>
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namespace blitz {
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@@ -37,12 +38,14 @@ class Zombie : public godot::CharacterBody3D {
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std::vector<godot::StringName> m_BodyPartsCollision = {"Neck", "Spine", "Hips", "LeftArm", "LeftForearm", "LeftHand", "RightArm",
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"RightForearm", "RightHand", "LeftUpLeg", "RightUpLeg", "LeftLeg", "RightLeg", "LeftFoot", "RightFoot"};
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int m_Health = 6;
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godot::Timer* m_Timer;
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void set_m_PlayerPath(const godot::NodePath& path);
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godot::NodePath get_m_PlayerPath() const;
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void hit_finished();
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void apply_damage(int dam);
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void connect_collision_shapes(const std::vector<godot::StringName>& body_parts);
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void _on_timer_timeout();
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};
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} // namespace blitz
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