inching towards better class inheritence and multiplayer compatibility
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extends ProjectileWeapon
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class_name RocketLauncherWeapon
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@export var target_icon_scene : PackedScene
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@export var targeting_raycast : RayCast3D
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@export var targeting_ui_rect : TextureRect
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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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targeting_raycast.global_position = hero.camera.global_position
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target_max = floori(stats.get_attribute("Target Limit"))
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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 time_since_firing < time_between_shots:
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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].sprite.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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targeting_ui_rect.set_visible(true)
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targeting_ui_rect.texture.region = Rect2(128 * targets.size(), 0, 128, 128)
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if targets.size() < target_max and targeting_raycast.is_colliding() and !targets.has(targeting_raycast.get_collider()):
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targets.append(targeting_raycast.get_collider())
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func release_trigger():
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super.release_trigger()
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if targets.size() > 0 and time_since_firing >= time_between_shots:
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time_since_firing -= time_between_shots
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shoot()
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func shoot():
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animator.play("shoot")
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for target in targets:
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networked_spawn_rocket.rpc(get_tree().root.get_path_to(target), multiplayer.get_unique_id())
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targets.clear()
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targeting_ui_rect.set_visible(false)
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for icon in target_icons:
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icon.set_visible(false)
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@rpc("reliable", "call_local")
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func networked_spawn_rocket(target_node_path, peer_id):
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var target = get_tree().root.get_node(target_node_path)
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var projectile = projectile_scene.instantiate() as RocketProjectile
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projectile.position = global_position
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projectile.damage = damage
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projectile.target = target
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projectile.name = str(peer_id) + str(projectile_id)
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get_tree().root.add_child(projectile)
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projectile.apply_central_impulse(Vector3.UP * 3.0)
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projectile_id += 1
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func _physics_process(_delta: float) -> void:
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pass
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