saumwacht-godot/scripts/luneraria/view/lune_unit_view.gd
Martin Stickelbroeck c27a0097c3 M1: spielbarer Drei-Lane-Kern mit Karte, HUD, Menü und Abnahme
Hauptszene scenes/luneraria.tscn, Saumwacht bleibt über --legacy und die
alten QA-Schalter erreichbar. Karte aus Bestandsassets plus neuem Turm,
HUD mit Planung, Lanes und Minimap, Menü umbenannt, Einstellungen werden
aus dem alten Benutzerordner übernommen. Simulation 6,6x schneller
(Raster, Caches, faire Staffelung) und exakt spiegelsymmetrisch.
Regeln 91/91, echte Anwendung 38/38, Legacy unverändert grün.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 21:37:23 +02:00

134 lines
4.8 KiB
GDScript

extends Node3D
## Visual twin of one LuneUnit. Reads the authoritative state and drives the existing
## figure animations from real combat events; it never writes back into the simulation.
const TEAM_COLORS: Array[Color] = [Color("5aa8ff"), Color("ff6a55")]
var unit: LuneUnit
var model: Node3D
var skeletal: bool = false
var _fill: MeshInstance3D
var _bars: Node3D
var _ring: MeshInstance3D
var _last_attack: int = 0
var _last_ability: int = 0
var _attack_flash: float = 0.0
var _ability_flash: float = 0.0
var _time: float = 0.0
var _last_visual: Vector3
var _height: float = 1.6
static func _flat(color: Color, energy: float = 0.0) -> StandardMaterial3D:
var material := StandardMaterial3D.new()
material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
material.albedo_color = color
if energy > 0.0:
material.emission_enabled = true
material.emission = color
material.emission_energy_multiplier = energy
return material
func bind(source: LuneUnit) -> void:
unit = source
name = "Unit_%d" % unit.id
var id: String = str(unit.def.get("id", ""))
model = AssetLibrary.instantiate_fighter(id)
if model == null:
model = EnemyVisualsFallback.make(TEAM_COLORS[unit.team])
add_child(model)
skeletal = model.has_method("update_combat")
if model.has_method("get_aabb"):
_height = maxf(1.0, model.get_aabb().end.y)
var scale_factor: float = float(unit.def.get("view_scale", 1.0))
model.scale = Vector3.ONE * scale_factor
_height *= scale_factor
_ring = MeshInstance3D.new()
var torus := TorusMesh.new()
torus.inner_radius = .42 * scale_factor
torus.outer_radius = .52 * scale_factor
torus.rings = 20
torus.ring_segments = 4
_ring.mesh = torus
_ring.material_override = _flat(TEAM_COLORS[unit.team], 1.4 if unit.kind != "monster" else .6)
_ring.scale = Vector3(1, .25, 1)
_ring.position.y = .05
_ring.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
add_child(_ring)
_bars = Node3D.new()
_bars.position.y = _height + .25
add_child(_bars)
var back := MeshInstance3D.new()
var quad := QuadMesh.new()
quad.size = Vector2(.9, .1)
back.mesh = quad
var back_material := _flat(Color(0, 0, 0, .7))
back_material.billboard_mode = BaseMaterial3D.BILLBOARD_ENABLED
back_material.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
back_material.no_depth_test = true
back.material_override = back_material
back.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
_bars.add_child(back)
_fill = MeshInstance3D.new()
var fill_quad := QuadMesh.new()
fill_quad.size = Vector2(.86, .07)
fill_quad.center_offset = Vector3(.43, 0, 0)
_fill.mesh = fill_quad
var fill_material := _flat(TEAM_COLORS[unit.team].lightened(.15))
fill_material.billboard_mode = BaseMaterial3D.BILLBOARD_ENABLED
fill_material.billboard_keep_scale = true
fill_material.no_depth_test = true
fill_material.render_priority = 1
_fill.material_override = fill_material
_fill.position = Vector3(-.43, 0, 0)
_fill.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
_bars.add_child(_fill)
_last_attack = unit.attack_serial
_last_ability = unit.ability_serial
position = Vector3(unit.position.x, 0, unit.position.y)
rotation.y = unit.facing
_last_visual = position
func sync(alpha: float, delta: float) -> void:
if unit == null:
return
_time += delta
var at: Vector2 = unit.previous_position.lerp(unit.position, clampf(alpha, 0.0, 1.0))
position = Vector3(at.x, 0, at.y)
rotation.y = lerp_angle(rotation.y, unit.facing, minf(1.0, delta * 12.0))
var moved: float = position.distance_to(_last_visual)
_last_visual = position
if unit.attack_serial != _last_attack:
_last_attack = unit.attack_serial
_attack_flash = .28
if unit.ability_serial != _last_ability:
_last_ability = unit.ability_serial
_ability_flash = .5
_attack_flash = maxf(0.0, _attack_flash - delta)
_ability_flash = maxf(0.0, _ability_flash - delta)
if skeletal:
model.rotation.y = 0.0
model.update_combat(delta, moved, unit.in_range and unit.alive, unit.attack_progress, unit.hit_count, _ability_flash, unit.hit_flash, unit.alive)
elif model.has_method("pose"):
model.pose(_time + float(unit.id % 17) * .23, moved > .002, _attack_flash, _ability_flash, unit.hit_flash)
var fraction: float = clampf(unit.hp / maxf(1.0, unit.max_hp), 0.0, 1.0)
_fill.scale.x = maxf(.001, fraction)
_bars.visible = unit.alive and fraction < .999
_ring.visible = unit.alive
# Rigid figures have no death clip; skeletal ones stay down in their death pose.
if not skeletal:
visible = unit.alive
class EnemyVisualsFallback:
static func make(color: Color) -> Node3D:
var body := MeshInstance3D.new()
var capsule := CapsuleMesh.new()
capsule.radius = .35
capsule.height = 1.4
body.mesh = capsule
body.position.y = .7
var material := StandardMaterial3D.new()
material.albedo_color = color
body.material_override = material
var root := Node3D.new()
root.add_child(body)
return root