Files
Decked-Out-Defense/Scripts/Weapons/hitscan_weapon.gd

36 lines
1.1 KiB
GDScript

class_name HitscanWeapon
extends Weapon
@export var raycast: RayCast3D
@export var range_debug_indicator: CSGSphere3D
var attack_range: float = 0.0
func _ready() -> void:
super._ready()
attack_range = stats.get_attribute("Range")
raycast.target_position = Vector3(0, 0, -attack_range)
#range_debug_indicator.radius = attack_range
raycast.global_position = hero.camera.global_position
func shoot() -> void:
super.shoot()
if raycast.is_colliding():
var target: CharacterBody3D = raycast.get_collider()
if target != null and target is EnemyController:
var hitbox: Hitbox = target.shape_owner_get_owner(raycast.get_collider_shape())
hit(hitbox, raycast.get_collision_point())
networked_hit.rpc(get_tree().root.get_path_to(hitbox), raycast.get_collision_point())
func hit(hitbox: Hitbox, hit_pos: Vector3) -> void:
hitbox.damage(damage, Data.DamageIndicationType.PLAYER, hit_pos)
@rpc("reliable")
func networked_hit(hitbox_path: String, hit_pos: Vector3) -> void:
var hitbox: Hitbox = get_tree().root.get_node(hitbox_path) as Hitbox
hitbox.damage(damage, Data.DamageIndicationType.OTHER_PLAYER, hit_pos)