waited far too long for an initial commit but here we are
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66
PCs/Universal/ClassCards/RocketLauncher/rocket_weapon.gd
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66
PCs/Universal/ClassCards/RocketLauncher/rocket_weapon.gd
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extends Weapon
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class_name RocketWeapon
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@export var rocket_scene : PackedScene
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@export var target_icon_scene : PackedScene
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var rocket_speed = 20.0
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var target_max := 3
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var targets = []
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var target_icons = []
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func _ready() -> void:
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super._ready()
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for x in target_max:
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var icon = target_icon_scene.instantiate()
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add_child(icon)
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icon.set_visible(false)
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target_icons.append(icon)
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func _process(delta: float) -> void:
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super._process(delta)
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if !trigger_held or other_cooldown > 0:
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return
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var target_list = targets.duplicate()
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for target in target_list:
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if !is_instance_valid(target):
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targets.erase(target)
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continue
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for x in target_icons.size():
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if x < targets.size():
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target_icons[x].global_position = targets[x].global_position
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target_icons[x].set_visible(true)
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else:
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target_icons[x].set_visible(false)
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$TextureRect.set_visible(true)
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$TextureRect.texture.region = Rect2(128 * targets.size(), 0, 128, 128)
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if targets.size() < target_max and $RayCast3D.is_colliding() and !targets.has($RayCast3D.get_collider()):
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targets.append($RayCast3D.get_collider())
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func _physics_process(_delta: float) -> void:
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pass
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func release_trigger():
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if trigger_held:
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super.release_trigger()
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shoot()
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func shoot():
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if other_cooldown <= 0 and stats != null:
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other_cooldown = cooldown
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$AnimationPlayer.play("shoot")
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for target in targets:
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var rocket = rocket_scene.instantiate() as Rocket
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rocket.position = $RayCast3D.global_position
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rocket.damage = stats.damage
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rocket.target = target
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get_tree().root.add_child(rocket)
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rocket.apply_central_impulse(Vector3.UP * 3.0)
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targets.clear()
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$TextureRect.set_visible(false)
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for icon in target_icons:
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icon.set_visible(false)
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