fixed up some damage number bugs

This commit is contained in:
2025-06-25 22:07:48 +10:00
parent 2bfea6471c
commit 0cd8715468
47 changed files with 6017 additions and 161 deletions

View File

@@ -1,16 +1,7 @@
class_name Affector
extends Node
var damage_particle_scene: PackedScene = preload("res://Scenes/damage_particle.tscn")
@warning_ignore("unused_parameter")
func apply_effect(effect: Effect, targets: Array[EnemyController]) -> void:
pass
func spawn_damage_indicator(damage: int, pos: Vector3) -> void:
var marker: Sprite3D = damage_particle_scene.instantiate()
get_tree().root.add_child(marker)
marker.set_number(damage)
marker.position = pos

View File

@@ -11,10 +11,6 @@ func apply_effect(effect: Effect, targets: Array[EnemyController]) -> void:
#print(shapecast.get_collider(i))
if targets.has(enemy):
enemy.apply_effect(effect)
if Data.preferences.display_tower_damage_indicators and effect.damage > 0:
spawn_damage_indicator(effect.damage, enemy.d_n.global_position)
else:
for enemy: EnemyController in targets:
enemy.apply_effect(effect)
if Data.preferences.display_tower_damage_indicators and effect.damage > 0:
spawn_damage_indicator(effect.damage, enemy.d_n.global_position)

View File

@@ -5,5 +5,3 @@ extends Affector
func apply_effect(effect: Effect, targets: Array[EnemyController]) -> void:
for enemy: EnemyController in targets:
enemy.apply_effect(effect)
if Data.preferences.display_tower_damage_indicators and effect.damage > 0:
spawn_damage_indicator(effect.damage, enemy.d_n.global_position)