mtd/Scripts/Weapons/hitscan_weapon.gd

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class_name HitscanWeapon extends Weapon
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@export var raycast: RayCast3D
@export var range_debug_indicator: CSGSphere3D
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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
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func shoot() -> void:
super.shoot()
if raycast.is_colliding():
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var target: CharacterBody3D = raycast.get_collider()
if target != null:
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var target_hitbox: Hitbox = target.shape_owner_get_owner(raycast.get_collider_shape())
if target_hitbox is Hitbox:
hit(target, target_hitbox)
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if Data.preferences.display_self_damage_indicators:
spawn_damage_indicator(raycast.get_collision_point())
networked_hit.rpc(get_tree().root.get_path_to(target), get_tree().root.get_path_to(target_hitbox))
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func hit(_target: CharacterBody3D, target_hitbox: Hitbox) -> void:
target_hitbox.damage(damage)
@rpc("reliable")
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func networked_hit(target_path: String, target_hitbox_path: String) -> void:
var target: CharacterBody3D = get_tree().root.get_node(target_path)
var target_hitbox: Hitbox = get_tree().root.get_node(target_hitbox_path) as Hitbox
hit(target, target_hitbox)
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if Data.preferences.display_party_damage_indicators:
spawn_damage_indicator(target.sprite.global_position)