added pipe rifle animation
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@@ -10,9 +10,12 @@ var attack_range: float = 0.0
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func _ready() -> void:
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super._ready()
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attack_range = stats.get_attribute("Range")
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raycast.target_position = Vector3(0, 0, -attack_range)
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#range_debug_indicator.radius = attack_range
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func _process(delta: float) -> void:
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super._process(delta)
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raycast.global_position = hero.camera.global_position
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raycast.target_position = Vector3(0, 0, -attack_range)
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func shoot() -> void:
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@@ -23,6 +26,11 @@ func shoot() -> void:
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var hitbox: Hitbox = target.shape_owner_get_owner(raycast.get_collider_shape())
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hit(hitbox, raycast.get_collision_point())
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networked_hit.rpc(get_tree().root.get_path_to(hitbox), raycast.get_collision_point())
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if particle_emitter:
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particle_emitter.global_position = raycast.get_collision_point()
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particle_emitter.process_material.direction = raycast.get_collision_normal()
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particle_emitter.restart()
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particle_emitter.emitting = true
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func hit(hitbox: Hitbox, hit_pos: Vector3) -> void:
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@@ -4,11 +4,13 @@ extends Node3D
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signal energy_spent(energy: int, type: Data.EnergyType)
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signal energy_recharged(energy: int, type: Data.EnergyType)
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signal energy_changed(energy: float)
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signal fired()
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@export var stats: CardText
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@export var animator: AnimationPlayer
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@export var audio_player: AudioStreamPlayer3D
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@export var recharge_timer: Timer
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@export var particle_emitter: GPUParticles3D
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var hero: Hero
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var trigger_held: bool = false
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@@ -98,6 +100,7 @@ func shoot() -> void:
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recharging = false
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recharge_speed = 0.0
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recharge_timer.stop()
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fired.emit()
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@rpc
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