conforms file names to consistant standard
This commit is contained in:
71
scripts/projectiles/explosive_projectile.gd
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71
scripts/projectiles/explosive_projectile.gd
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class_name ExplosiveProjectile
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extends Projectile
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@export var explosion_range: float = 3.0
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var exploded: bool = false
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var sound_done: bool = false
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var particles_done: bool = false
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func _process(delta: float) -> void:
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super._process(delta)
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if !exploded and time_alive >= lifetime:
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explode()
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func _on_body_entered(_body: Node) -> void:
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explode()
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func explode() -> void:
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if is_multiplayer_authority() and !exploded:
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freeze = true
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exploded = true
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$CollisionShape3D.call_deferred("set_disabled", true)
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for enemy: EnemyController in get_tree().get_nodes_in_group("Enemies"):
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if global_position.distance_to(enemy.global_position) <= explosion_range:
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hit(enemy)
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networked_hit.rpc(get_tree().root.get_path_to(enemy))
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networked_kill.rpc()
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$Sprite3D.set_visible(false)
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$GPUParticles3D.emitting = true
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$AudioStreamPlayer.play()
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func hit(target: CharacterBody3D) -> void:
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target.apply_effect(effect)
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#if owner_id == 0:
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#if Data.preferences.display_tower_damage_indicators:
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#spawn_damage_indicator(target.d_n.global_position)
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#if owner_id == multiplayer.get_unique_id():
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#if Data.preferences.display_self_damage_indicators:
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#spawn_damage_indicator(target.d_n.global_position)
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#if owner_id != 0 and owner_id != multiplayer.get_unique_id():
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#if Data.preferences.display_party_damage_indicators:
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#spawn_damage_indicator(target.d_n.global_position)
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@rpc("reliable")
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func networked_hit(target_node_path: String) -> void:
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var target: CharacterBody3D = get_tree().root.get_node(target_node_path)
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hit(target)
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@rpc("reliable")
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func networked_kill() -> void:
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$Sprite3D.set_visible(false)
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$GPUParticles3D.emitting = true
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$AudioStreamPlayer.play()
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func _on_audio_stream_player_finished() -> void:
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sound_done = true
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if sound_done and particles_done:
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queue_free()
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func _on_gpu_particles_3d_finished() -> void:
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particles_done = true
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if sound_done and particles_done:
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queue_free()
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1
scripts/projectiles/explosive_projectile.gd.uid
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1
scripts/projectiles/explosive_projectile.gd.uid
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uid://cubn2iabwg3
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18
scripts/projectiles/homing_projectile.gd
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18
scripts/projectiles/homing_projectile.gd
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class_name HomingProjectile
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extends ExplosiveProjectile
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var target: Node3D
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var acceleration: float = 50.0
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var max_speed: float = 13.0
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func _physics_process(_delta: float) -> void:
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if is_instance_valid(target):
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direction = global_position.direction_to(target.global_position)
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#apply_central_force(direction * acceleration)
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func _integrate_forces(state: PhysicsDirectBodyState3D) -> void:
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state.linear_velocity = state.linear_velocity.limit_length(state.linear_velocity.length() * (1.0 - 0.08))
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state.linear_velocity += direction * acceleration * state.step
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state.linear_velocity = state.linear_velocity.limit_length(max_speed)
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1
scripts/projectiles/homing_projectile.gd.uid
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1
scripts/projectiles/homing_projectile.gd.uid
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uid://dwr38fukjqu7r
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29
scripts/projectiles/projectile.gd
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29
scripts/projectiles/projectile.gd
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class_name Projectile
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extends RigidBody3D
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@export var collision_shape: CollisionShape3D
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var owner_id: int = 0 #should be left unchanged by towers, 1 for host, peer_id on peers
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var direction: Vector3 = Vector3.FORWARD
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var force: float = 2.0
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var damage: float = 0.0
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var lifetime: float = 10.0
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var time_alive: float = 0.0
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var effect: Effect
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func _ready() -> void:
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apply_central_impulse(direction * force)
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func _process(delta: float) -> void:
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time_alive += delta
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func _on_body_entered(_body: Node) -> void:
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pass # Replace with function body.
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@rpc("reliable")
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func networked_kill() -> void:
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queue_free()
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1
scripts/projectiles/projectile.gd.uid
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1
scripts/projectiles/projectile.gd.uid
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uid://bifvnevs5y4nj
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15
scripts/projectiles/status_applying_projectile.gd
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15
scripts/projectiles/status_applying_projectile.gd
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class_name StatusApplyingProjectile
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extends ExplosiveProjectile
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@export var status_stats: StatusStats
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func hit(target: CharacterBody3D) -> void:
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super.hit(target)
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target.status_manager.add_effect(build_status_object())
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func build_status_object() -> StatusEffect:
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var status: StatusEffect = StatusEffect.new()
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status.stats = status_stats
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return status
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1
scripts/projectiles/status_applying_projectile.gd.uid
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1
scripts/projectiles/status_applying_projectile.gd.uid
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uid://ba2aqn82wo747
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