fixed up some damage number bugs
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@@ -1,16 +1,7 @@
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class_name Affector
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extends Node
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var damage_particle_scene: PackedScene = preload("res://Scenes/damage_particle.tscn")
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@warning_ignore("unused_parameter")
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func apply_effect(effect: Effect, targets: Array[EnemyController]) -> void:
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pass
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func spawn_damage_indicator(damage: int, pos: Vector3) -> void:
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var marker: Sprite3D = damage_particle_scene.instantiate()
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get_tree().root.add_child(marker)
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marker.set_number(damage)
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marker.position = pos
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@@ -11,10 +11,6 @@ func apply_effect(effect: Effect, targets: Array[EnemyController]) -> void:
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#print(shapecast.get_collider(i))
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if targets.has(enemy):
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enemy.apply_effect(effect)
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if Data.preferences.display_tower_damage_indicators and effect.damage > 0:
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spawn_damage_indicator(effect.damage, enemy.d_n.global_position)
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else:
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for enemy: EnemyController in targets:
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enemy.apply_effect(effect)
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if Data.preferences.display_tower_damage_indicators and effect.damage > 0:
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spawn_damage_indicator(effect.damage, enemy.d_n.global_position)
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@@ -5,5 +5,3 @@ extends Affector
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func apply_effect(effect: Effect, targets: Array[EnemyController]) -> void:
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for enemy: EnemyController in targets:
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enemy.apply_effect(effect)
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if Data.preferences.display_tower_damage_indicators and effect.damage > 0:
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spawn_damage_indicator(effect.damage, enemy.d_n.global_position)
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