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

@@ -1,32 +1,31 @@
extends Node3D
class_name EditTool
class_name EditTool extends Node3D
@export var hero : Hero
@export var inventory : Inventory
@export var ray : RayCast3D
@export var wall_preview : TowerBase
@export var progress_bar : TextureProgressBar
@export var hero: Hero
@export var inventory: Inventory
@export var ray: RayCast3D
@export var wall_preview: TowerBase
@export var progress_bar: TextureProgressBar
var enabled := true
var point_id := -1
var obstacle_last_point := -1
var valid_point := false
var is_looking_at_tower_base := false
var tower_preview
var last_tower_base
var last_collider
var last_card
var ray_collider
var ray_point
var enabled: bool = true
var point_id: int = -1
var obstacle_last_point: int = -1
var valid_point: bool = false
var is_looking_at_tower_base: bool = false
var tower_preview: Tower
var last_tower_base: TowerBase
var last_collider: Object
var last_card: Card
var ray_collider: Object
var ray_point: Vector3
var interact_key_held := false
var interacted_once := false
var interact_held_time := 0.0
var interact_hold_time := 0.4
var interact_key_held: bool = false
var interacted_once: bool = false
var interact_held_time: float = 0.0
var interact_hold_time: float = 0.4
func _ready() -> void:
var c = Color.GREEN
var c: Color = Color.GREEN
c.a = 0.8
wall_preview.set_color(c)
wall_preview.set_float(0.0)
@@ -36,7 +35,6 @@ func _ready() -> void:
func _process(delta: float) -> void:
if !enabled:
ray_collider = null
ray_point = null
wall_preview.set_visible(false)
if is_instance_valid(last_collider):
Game.level.a_star_graph_3d.tower_base_ids[last_collider.point_id].set_float(1.0)
@@ -99,13 +97,13 @@ func _process(delta: float) -> void:
if !Game.level.a_star_graph_3d.point_is_build_location(point_id) or hero.currency < Data.wall_cost:
wall_preview.set_visible(false)
else:
var point_position = Game.level.a_star_graph_3d.astar.get_point_position(point_id)
var point_position: Vector3 = Game.level.a_star_graph_3d.astar.get_point_position(point_id)
wall_preview.global_position = point_position
wall_preview.global_rotation = Vector3.ZERO
if obstacle_last_point != point_id:
obstacle_last_point = point_id
if Game.level.a_star_graph_3d.test_path_if_point_toggled(point_id):
var c = Color.GREEN
var c: Color = Color.GREEN
c.a = 0.8
wall_preview.set_color(c)
wall_preview.set_float(0.0)
@@ -116,7 +114,6 @@ func _process(delta: float) -> void:
valid_point = false
else:
ray_collider = null
ray_point = null
is_looking_at_tower_base = false
delete_tower_preview()
wall_preview.set_visible(false)
@@ -124,10 +121,10 @@ func _process(delta: float) -> void:
wall_preview.set_visible(false)
func spawn_tower_preview():
func spawn_tower_preview() -> void:
delete_tower_preview()
last_tower_base = ray_collider
var card = inventory.contents.keys()[hero.inventory_selected_index]
var card: Card = inventory.contents.keys()[hero.inventory_selected_index]
last_card = card
tower_preview = card.turret_scene.instantiate() as Tower
tower_preview.stats = card.tower_stats
@@ -136,7 +133,7 @@ func spawn_tower_preview():
ray_collider.add_child(tower_preview)
func delete_tower_preview():
func delete_tower_preview() -> void:
last_tower_base = null
last_card = null
if is_instance_valid(tower_preview):
@@ -144,35 +141,35 @@ func delete_tower_preview():
tower_preview = null
func interact():
func interact() -> void:
if ray_collider is TowerBase:
var tower_base = ray_collider as TowerBase
var tower_base: TowerBase = ray_collider as TowerBase
put_card_in_tower_base(tower_base)
func build_wall():
func build_wall() -> void:
if point_id >= 0 and valid_point and hero.currency >= Data.wall_cost:
hero.currency -= Data.wall_cost
Game.level.a_star_graph_3d.toggle_point(point_id, multiplayer.get_unique_id())
wall_preview.set_visible(false)
func refund_wall(wall: TowerBase):
func refund_wall(wall: TowerBase) -> void:
last_collider = null
if wall.has_card:
wall.remove_card()
Game.level.a_star_graph_3d.remove_wall(wall)
func put_card_in_tower_base(tower_base: TowerBase):
func put_card_in_tower_base(tower_base: TowerBase) -> void:
if tower_base.has_card:
tower_base.remove_card()
else:
var card = inventory.remove_at(hero.inventory_selected_index)
var card: Card = inventory.remove_at(hero.inventory_selected_index)
if !inventory.contents.has(card):
hero.decrement_selected()
tower_base.add_card(card, multiplayer.get_unique_id())
func set_progress_percent(value: float):
func set_progress_percent(value: float) -> void:
progress_bar.value = progress_bar.max_value * value