multiplayer pretty much works now i think
This commit is contained in:
@@ -1,30 +1,7 @@
|
||||
extends Weapon
|
||||
extends ShapecastWeapon
|
||||
class_name FlamethrowerWeapon
|
||||
|
||||
@export var shapecast : ShapeCast3D
|
||||
@export var particlesystem : GPUParticles3D
|
||||
@export var status_stats : StatusStats
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
cooldown = 1.0 / stats.fire_rate
|
||||
|
||||
|
||||
func set_raycast_origin(_node):
|
||||
pass
|
||||
|
||||
|
||||
func shoot():
|
||||
if other_cooldown <= 0 and stats != null:
|
||||
other_cooldown = cooldown
|
||||
particlesystem.emitting = true
|
||||
$AnimationPlayer.play("shoot")
|
||||
for index in shapecast.get_collision_count():
|
||||
var target = shapecast.get_collider(index) as CharacterBody3D
|
||||
var status = StatusOnFire.new()
|
||||
status.stats = status_stats
|
||||
target.status_manager.add_effect(status)
|
||||
|
||||
|
||||
func release_trigger():
|
||||
trigger_held = false
|
||||
particlesystem.emitting = false
|
||||
func build_status_object() -> StatusEffect:
|
||||
var status = StatusDoT.new()
|
||||
status.stats = status_stats
|
||||
return status
|
||||
|
||||
Reference in New Issue
Block a user