multiplayer pretty much works now i think
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48
Scripts/Towers/shapecast_tower.gd
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48
Scripts/Towers/shapecast_tower.gd
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extends Tower
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class_name ShapecastTower
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@export var shapecast : ShapeCast3D
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@export var particlesystem : GPUParticles3D
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@export var status_stats : StatusStats
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func _process(delta: float) -> void:
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super._process(delta)
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if targeted_enemy:
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particlesystem.emitting = true
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else:
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particlesystem.emitting = false
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func shoot():
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for index in shapecast.get_collision_count():
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var target = shapecast.get_collider(index) as CharacterBody3D
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hit(target)
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func aim():
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yaw_model.look_at(targeted_enemy.global_position)
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pitch_model.look_at(targeted_enemy.global_position)
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pitch_model.rotation.x = 0.0
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func hit(target):
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if is_instance_valid(target) and target.alive:
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target.damage(damage)
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if Data.preferences.display_tower_damage_indicators:
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spawn_damage_indicator(target.sprite.global_position)
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target.status_manager.add_effect(build_status_object())
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if is_multiplayer_authority():
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networked_hit.rpc(get_tree().root.get_path_to(target))
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func build_status_object() -> StatusEffect:
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var status = StatusEffect.new()
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status.stats = status_stats
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return status
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@rpc("reliable")
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func networked_hit(target_node_path):
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var target = get_tree().root.get_node(target_node_path)
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hit(target)
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