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

@@ -35,15 +35,15 @@ func explode() -> void:
func hit(target: CharacterBody3D) -> void:
target.apply_effect(effect)
if owner_id == 0:
if Data.preferences.display_tower_damage_indicators:
spawn_damage_indicator(target.d_n.global_position)
if owner_id == multiplayer.get_unique_id():
if Data.preferences.display_self_damage_indicators:
spawn_damage_indicator(target.d_n.global_position)
if owner_id != 0 and owner_id != multiplayer.get_unique_id():
if Data.preferences.display_party_damage_indicators:
spawn_damage_indicator(target.d_n.global_position)
#if owner_id == 0:
#if Data.preferences.display_tower_damage_indicators:
#spawn_damage_indicator(target.d_n.global_position)
#if owner_id == multiplayer.get_unique_id():
#if Data.preferences.display_self_damage_indicators:
#spawn_damage_indicator(target.d_n.global_position)
#if owner_id != 0 and owner_id != multiplayer.get_unique_id():
#if Data.preferences.display_party_damage_indicators:
#spawn_damage_indicator(target.d_n.global_position)
@rpc("reliable")

View File

@@ -3,9 +3,8 @@ extends RigidBody3D
@export var collision_shape: CollisionShape3D
var damage_particle_scene: PackedScene = preload("res://Scenes/damage_particle.tscn")
var owner_id: int = 0 #should be left unchanged by towers, 1 for host, peer_id on peers
var direction: Vector3= Vector3.FORWARD
var direction: Vector3 = Vector3.FORWARD
var force: float = 2.0
var damage: float = 0.0
var lifetime: float = 10.0
@@ -21,14 +20,6 @@ func _process(delta: float) -> void:
time_alive += delta
func spawn_damage_indicator(pos: Vector3) -> void:
if effect.damage > 0:
var marker: Node3D = damage_particle_scene.instantiate()
get_tree().root.add_child(marker)
marker.set_number(effect.damage)
marker.position = pos
func _on_body_entered(_body: Node) -> void:
pass # Replace with function body.