Basic animations for base drone model

This commit is contained in:
2026-02-23 19:35:37 +01:00
parent 969c004153
commit 7200be2e07
64 changed files with 1863 additions and 65 deletions

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@abstract
extends Machine
class_name Drone
@export_category("Dash")
@export var dodge_cd : float
func _ready() -> void:
add_on_slots = 1
for a in MachineGlobals.drone_body_slots :
machine_upgrades.set(a,null)
func class_ability() -> float:
#do dash
return dodge_cd

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uid://cwocow55yssst

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@abstract
class_name Machine
extends Node
@export var model_name : StringName
@export var carry_capacity : float
@export var hit_points : float
@export var fuel_tank_capacity : float
@export var movement_speed : float
var states : Array
var add_on_slots : int
var machine_upgrades : Dictionary
var ability_timer : Timer
var action_timer : Timer
var self_body : CharacterBody2D
var current_fuel_in_tank : float
@abstract func primary_action() -> float
@abstract func secondary_action() -> float
@abstract func model_ability() -> float
@abstract func class_ability() -> float
func interact() -> void :
pass
func _physics_process(delta: float) -> void:
_movement(delta)
_ability_process(delta)
_action_process(delta)
self_body.move_and_slide()
func _movement(delta: float) -> void :
var input_direction = Input.get_vector("move_left", "move_right", "move_up", "move_down")
self.velocity = input_direction * movement_speed
func _action_process(delta:float) -> void :
if !action_timer.is_stopped() :
if Input.is_action_just_pressed("primary_action") :
action_timer.start(primary_action())
elif Input.is_action_just_pressed("secondary_action") :
action_timer.start(secondary_action())
func _ability_process(delta:float) -> void :
if !ability_timer.is_stopped() :
if Input.is_action_just_pressed("class_ability") :
ability_timer.start(class_ability())
elif Input.is_action_just_pressed("model_ability") :
ability_timer.start(model_ability())

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uid://dyur6uu5di5ak

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@abstract
extends Machine
class_name Mech
@export_category("Perry")
@export var perry_cooldown : float
@export var perry_damage_reduction : float
func _ready() -> void:
add_on_slots = 3
for a in MachineGlobals.mech_body_slots :
machine_upgrades.set(a,null)
func class_ability() -> float:
#do perry
return perry_cooldown

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uid://db7ysbxl5n433

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@abstract
extends Machine
class_name Suit
@export_category("Overclock")
@export_range(1,5,0.01) var overclock_fuel_mult : float
@export var overclock_damage_mult : float
@export var overclock_speed_mult : float
@export var overclock_vulnerability_mult : float
func _ready() -> void:
add_on_slots = 2
for a in MachineGlobals.suit_body_slots :
machine_upgrades.set(a,null)
func class_ability() -> float:
#enter overclocked mode
return 0

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uid://dundnjnepv3e7