enabled enforced static typing

This commit is contained in:
2024-02-22 06:22:22 +11:00
parent e1a867d2a9
commit a93660f755
1645 changed files with 24730 additions and 2078 deletions

View File

@@ -1,7 +1,6 @@
extends CharacterBody3D
class_name Hero
class_name Hero extends CharacterBody3D
signal ready_state_changed(state)
signal ready_state_changed(state: bool)
signal spawned
signal died
@@ -24,25 +23,25 @@ signal died
@export var pause_menu_scene: PackedScene
@export var hud: HUD
@export var movement: PlayerMovement
@export var sprint_zoom_speed := 0.2
@export var sprint_zoom_speed: float = 0.2
@export var player_name_tag: Label
@export var weapon_swap_timer: Timer
@export var ears: AudioListener3D
var inventory_selected_index := 0
var equipped_card
var offhand_card
var inventory_selected_index: int = 0
var equipped_card: Card
var offhand_card: Card
var weapon: Weapon
var offhand_weapon: Weapon
var weapons_active = false
var paused := false
var editing_mode := true
var weapons_active: bool = false
var paused: bool = false
var editing_mode: bool = true
var profile: PlayerProfile
var ready_state := false :
var ready_state: bool = false :
set(value):
ready_state = value
ready_state_changed.emit(value)
var currency := 0 :
var currency: int = 0 :
set(value):
currency = value
hud.set_currency_count(value)
@@ -50,7 +49,7 @@ var currency := 0 :
return currency
func set_zoom_factor(value):
func set_zoom_factor(value: float) -> void:
movement.zoom_factor = value
@@ -69,7 +68,7 @@ func _ready() -> void:
hud.set_visible(false)
if weapon != null:
weapon.set_raycast_origin(camera)
for card in hero_class.deck:
for card: Card in hero_class.deck:
inventory.add(card)
sprite.texture.atlas = hero_class.texture
check_left_hand_valid()
@@ -108,7 +107,7 @@ func _process(delta: float) -> void:
if Input.is_action_just_pressed("Interact"):
edit_tool.interact()
if interaction_raycast.get_collider() is InteractButton:
var button = interaction_raycast.get_collider() as InteractButton
var button: InteractButton = interaction_raycast.get_collider() as InteractButton
if currency >= button.press_cost:
button.press()
currency -= button.press_cost
@@ -164,13 +163,13 @@ func _process(delta: float) -> void:
check_left_hand_valid()
func increment_selected():
func increment_selected() -> void:
inventory_selected_index += 1
if inventory_selected_index >= inventory.contents.keys().size():
inventory_selected_index = 0
func decrement_selected():
func decrement_selected() -> void:
inventory_selected_index -= 1
if inventory_selected_index < 0:
inventory_selected_index = inventory.contents.keys().size() - 1
@@ -187,30 +186,30 @@ func _unhandled_input(event: InputEvent) -> void:
$AudioStreamPlayer.play()
networked_set_ready_state.rpc(ready_state)
if event.is_action_pressed("Pause"):
var menu = pause_menu_scene.instantiate() as PauseMenu
var menu: PauseMenu = pause_menu_scene.instantiate() as PauseMenu
pause()
menu.closed.connect(unpause)
hud.add_child(menu)
func add_card(new_card: Card):
func add_card(new_card: Card) -> void:
inventory.add(new_card)
hud.pickup(new_card)
func unpause():
func unpause() -> void:
paused = false
movement.paused = false
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
func pause():
func pause() -> void:
paused = true
movement.paused = true
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
func enter_editing_mode(value):
func enter_editing_mode(value: int) -> void:
gauntlet_sprite.set_visible(true)
weapons_active = false
hud.set_wave_count(value + 1)
@@ -225,7 +224,7 @@ func enter_editing_mode(value):
weapon.set_visible(false)
func exit_editing_mode(value):
func exit_editing_mode(value: int) -> void:
gauntlet_sprite.set_visible(false)
weapons_active = false
hud.set_wave_count(value)
@@ -247,7 +246,7 @@ func exit_editing_mode(value):
weapon_swap_timer.start()
func check_left_hand_valid():
func check_left_hand_valid() -> void:
if !editing_mode:
return
if inventory.size == 0:
@@ -256,8 +255,8 @@ func check_left_hand_valid():
else:
left_hand_sprite.set_visible(true)
#gauntlet.texture.region = Rect2(0, 0, 64, 64)
var selected_card = inventory.contents.keys()[inventory_selected_index]
for index in card_sprites.size():
var selected_card: Card = inventory.contents.keys()[inventory_selected_index]
for index: int in card_sprites.size():
if index < inventory.contents[selected_card]:
card_sprites[index].set_visible(true)
card_sprites[index].set_card(selected_card)
@@ -266,7 +265,7 @@ func check_left_hand_valid():
card_sprites[index].set_visible(false)
func equip_weapon():
func equip_weapon() -> void:
if weapon != null:
unequip_weapon()
return
@@ -290,13 +289,13 @@ func equip_weapon():
check_left_hand_valid()
func swap_weapons():
func swap_weapons() -> void:
if !editing_mode:
weapons_active = false
if weapon or offhand_weapon:
$AudioStreamPlayer.play()
var temp = offhand_weapon
var temp_card = offhand_card
var temp: Weapon = offhand_weapon
var temp_card: Card = offhand_card
if weapon:
offhand_weapon = weapon
offhand_card = equipped_card
@@ -339,7 +338,7 @@ func _on_timer_timeout() -> void:
weapon.set_visible(true)
func unequip_weapon():
func unequip_weapon() -> void:
networked_unequip_weapon.rpc()
gauntlet_card_1.set_visible(false)
#gauntlet_sprite.set_visible(true)
@@ -353,12 +352,12 @@ func unequip_weapon():
#MULTIPLAYER NETWORKED FUNCTIONS
@rpc("reliable")
func networked_set_ready_state(state: bool):
func networked_set_ready_state(state: bool) -> void:
ready_state = state
@rpc("reliable")
func networked_equip_weapon(card_index):
func networked_equip_weapon(card_index: int) -> void:
equipped_card = Data.cards[card_index]
weapon = equipped_card.weapon_scene.instantiate()
weapon.set_multiplayer_authority(multiplayer.get_remote_sender_id())
@@ -368,7 +367,7 @@ func networked_equip_weapon(card_index):
@rpc("reliable")
func networked_unequip_weapon():
func networked_unequip_weapon() -> void:
weapon.queue_free()
weapon = null
inventory.add(equipped_card)