first commit

This commit is contained in:
2026-07-20 22:48:58 +07:00
commit e80aea750e
599 changed files with 2375815 additions and 0 deletions
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extends RigidBody3D
func hitscanHit(propulForce : float, propulDir: Vector3, propulPos : Vector3):
var hitPos : Vector3 = propulPos - global_transform.origin#set the position to launch the object at
if propulDir != Vector3.ZERO: apply_impulse(propulDir * propulForce, hitPos)
func projectileHit(propulForce : float, propulDir: Vector3):
if propulDir != Vector3.ZERO: apply_central_force((global_transform.origin - propulDir) * propulForce)
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uid://coyv53xc2grb0
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extends StaticBody3D
@onready var parent : CharacterBody3D = $".."
func hitscanHit(damageVal : float, hitscanDir : Vector3, hitscanPos : Vector3):
if parent != null: parent.hitscanHit(damageVal, hitscanDir, hitscanPos)
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uid://cnw6x7g8unlvp
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extends Node3D
var shootRangeTargets : Array[CharacterBody3D] = []
@export_group("Keybind variables")
@export var restartShootingRangeAction : String = ""
func _ready():
for child in get_children():
if child is ShootingRangeTarget:
shootRangeTargets.append(child)
func _process(_delta : float):
inputManagement()
func inputManagement():
if Input.is_action_just_pressed(restartShootingRangeAction):
restartShootRange()
func restartShootRange():
#revive all fallen targets
for target in range(0, shootRangeTargets.size()):
if shootRangeTargets[target].isDisabled:
shootRangeTargets[target].animManager.play_backwards("fall")
shootRangeTargets[target].health = 100
shootRangeTargets[target].isDisabled = false
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uid://c8a2kystypxdm
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extends CharacterBody3D
class_name ShootingRangeTarget
@export var health : float = 100.0
var healthRef : float
var isDisabled : bool = false
@onready var animManager : AnimationPlayer = $AnimationPlayer
func _ready():
healthRef = health
animManager.play("idle")
func hitscanHit(damageVal : float, _hitscanDir : Vector3, _hitscanPos : Vector3):
health -= damageVal
print("Hitscan hit, target health : ", health)
if health <= 0.0 and !isDisabled:
isDisabled = true
animManager.play("fall")
func projectileHit(damageVal : float, _hitscanDir : Vector3):
health -= damageVal
print("Projectile hit, target health : ", health)
if health <= 0.0 and !isDisabled:
isDisabled = true
animManager.play("fall")
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uid://0mu6mj41uch3