mtd/Scripts/Projectiles/explosive_projectile.gd

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GDScript3
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extends Projectile
class_name ExplosiveProjectile
@export var explosion_range := 3.0
var exploded := false
var sound_done := false
var particles_done := false
func _process(delta: float) -> void:
super._process(delta)
if !exploded and time_alive >= lifetime:
explode()
func _on_body_entered(_body: Node) -> void:
explode()
func explode():
if is_multiplayer_authority() and !exploded:
freeze = true
exploded = true
$CollisionShape3D.call_deferred("set_disabled", true)
for enemy in get_tree().get_nodes_in_group("Enemies"):
if global_position.distance_to(enemy.global_position) <= explosion_range:
hit(enemy)
networked_hit.rpc(get_tree().root.get_path_to(enemy))
networked_kill.rpc()
$Sprite3D.set_visible(false)
$GPUParticles3D.emitting = true
$AudioStreamPlayer.play()
func hit(target):
target.damage(damage)
if owner_id == 0:
if Data.preferences.display_tower_damage_indicators:
spawn_damage_indicator(target.sprite.global_position)
if owner_id == multiplayer.get_unique_id():
if Data.preferences.display_self_damage_indicators:
spawn_damage_indicator(target.sprite.global_position)
if owner_id != 0 and owner_id != multiplayer.get_unique_id():
if Data.preferences.display_party_damage_indicators:
spawn_damage_indicator(target.sprite.global_position)
@rpc("reliable")
func networked_hit(target_node_path):
var target = get_tree().root.get_node(target_node_path)
hit(target)
@rpc("reliable")
func networked_kill():
$Sprite3D.set_visible(false)
$GPUParticles3D.emitting = true
$AudioStreamPlayer.play()
func _on_audio_stream_player_finished() -> void:
sound_done = true
if sound_done and particles_done:
queue_free()
func _on_gpu_particles_3d_finished() -> void:
particles_done = true
if sound_done and particles_done:
queue_free()