waited far too long for an initial commit but here we are

This commit is contained in:
2023-11-08 14:28:55 +11:00
commit 0427a58635
299 changed files with 10191 additions and 0 deletions

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[gd_resource type="Resource" script_class="Card" load_steps=7 format=3 uid="uid://bmoreipvttks8"]
[ext_resource type="Script" path="res://Scripts/Resources/card.gd" id="1_yqa4b"]
[ext_resource type="Texture2D" uid="uid://ca4lwwd3e0y73" path="res://Assets/TextureAtlases/g_assault.tres" id="2_8j5h0"]
[ext_resource type="PackedScene" uid="uid://fernyl7fsifv" path="res://PCs/Universal/ClassCards/Assault/tower_assault.tscn" id="3_0r6s7"]
[ext_resource type="Resource" uid="uid://w15ojqyxd72q" path="res://Resources/WeaponStats/assault.tres" id="3_k2yr3"]
[ext_resource type="Resource" uid="uid://cktq4o3yuxgsa" path="res://Resources/TurretStats/assault.tres" id="3_p4byc"]
[ext_resource type="PackedScene" uid="uid://d1xe6hsq05110" path="res://PCs/Universal/ClassCards/Assault/weapon_assault.tscn" id="3_wj5gm"]
[resource]
script = ExtResource("1_yqa4b")
title = "Assault"
rarity = 0
faction = 0
sprite = ExtResource("2_8j5h0")
turret = ExtResource("3_0r6s7")
weapon = ExtResource("3_wj5gm")
weapon_stats = ExtResource("3_k2yr3")
tower_stats = ExtResource("3_p4byc")

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extends Node3D
class_name Tower
@export var stats : TowerStats
@export var model : Node3D
var targeted_enemy
var cooldown := 0.0
var other_cooldown := 0.0
func _ready() -> void:
cooldown = 1.0 / stats.fire_rate
func _process(delta: float) -> void:
other_cooldown -= delta
if !targeted_enemy:
acquire_target()
else:
if model.global_position.distance_to(targeted_enemy.global_position) > stats.fire_range:
targeted_enemy = null
if targeted_enemy:
aim()
if other_cooldown <= 0:
shoot()
other_cooldown = cooldown
func shoot():
targeted_enemy.damage(stats.damage)
func aim():
model.look_at(targeted_enemy.global_position)
func acquire_target():
var most_progressed_enemy = null
for enemy in get_tree().get_nodes_in_group("Enemies"):
if model.global_position.distance_to(enemy.global_position) > stats.fire_range:
continue
if (most_progressed_enemy == null or enemy.progress >= most_progressed_enemy.progress) and enemy.stats.target_type & stats.can_target:
most_progressed_enemy = enemy
if most_progressed_enemy != null:
targeted_enemy = most_progressed_enemy

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[gd_scene load_steps=3 format=3 uid="uid://fernyl7fsifv"]
[ext_resource type="Script" path="res://PCs/Universal/ClassCards/Assault/tower.gd" id="1_c2874"]
[ext_resource type="Resource" uid="uid://cktq4o3yuxgsa" path="res://Resources/TurretStats/assault.tres" id="2_t516u"]
[node name="Node3D" type="Node3D" node_paths=PackedStringArray("model")]
script = ExtResource("1_c2874")
stats = ExtResource("2_t516u")
model = NodePath("Model")
[node name="Model" type="Node3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2, 0)
[node name="CSGBox3D" type="CSGBox3D" parent="Model"]
[node name="CSGBox3D2" type="CSGBox3D" parent="Model"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.714825, 0, -0.423869)
size = Vector3(0.481654, 0.427749, 1.38438)
[node name="CSGBox3D3" type="CSGBox3D" parent="Model"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.715, 0, -0.424)
size = Vector3(0.481654, 0.427749, 1.38438)

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extends Sprite3D
class_name Weapon
@export var stats : WeaponStats
@export var hero : Hero
var cooldown := 0.0
var other_cooldown := 0.0
var trigger_held := false
var second_trigger_held := false
func _ready() -> void:
cooldown = 1.0 / stats.fire_rate
$RayCast3D.target_position = Vector3(0, 0, -stats.fire_range)
func set_raycast_origin(node):
$RayCast3D.global_position = node.global_position
func set_hero(value):
hero = value
func _process(delta: float) -> void:
if stats != null:
other_cooldown -= delta
func _physics_process(_delta: float) -> void:
if trigger_held:
shoot()
func hold_trigger():
trigger_held = true
func release_trigger():
trigger_held = false
func hold_second_trigger():
second_trigger_held = true
func release_second_trigger():
second_trigger_held = false
func shoot():
if other_cooldown <= 0 and stats != null:
other_cooldown = cooldown
$AnimationPlayer.play("shoot")
if $RayCast3D.is_colliding():
var target = $RayCast3D.get_collider()
if target != null:
var target_hitbox = target.shape_owner_get_owner($RayCast3D.get_collider_shape())
if target_hitbox is Hitbox:
target_hitbox.damage(stats.damage)
@rpc
func networked_shoot():
$AnimationPlayer.play("shoot")

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[gd_scene load_steps=7 format=3 uid="uid://d1xe6hsq05110"]
[ext_resource type="Texture2D" uid="uid://ca4lwwd3e0y73" path="res://Assets/TextureAtlases/g_assault.tres" id="1_117ne"]
[ext_resource type="Script" path="res://PCs/Universal/ClassCards/Assault/weapon.gd" id="2_4ie8w"]
[ext_resource type="Resource" uid="uid://w15ojqyxd72q" path="res://Resources/WeaponStats/assault.tres" id="3_s4ckt"]
[sub_resource type="Animation" id="Animation_n8b32"]
length = 0.001
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath(".:texture:region")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 0,
"values": [Rect2(0, 0, 64, 64)]
}
[sub_resource type="Animation" id="Animation_g0h8q"]
resource_name = "shoot"
length = 0.15
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath(".:texture:region")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.15),
"transitions": PackedFloat32Array(0, 0),
"update": 0,
"values": [Rect2(64, 0, 64, 64), Rect2(0, 0, 64, 64)]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_ntl6p"]
_data = {
"RESET": SubResource("Animation_n8b32"),
"shoot": SubResource("Animation_g0h8q")
}
[node name="Weapon" type="Sprite3D"]
layers = 2
billboard = 1
texture_filter = 0
texture = ExtResource("1_117ne")
script = ExtResource("2_4ie8w")
stats = ExtResource("3_s4ckt")
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
libraries = {
"": SubResource("AnimationLibrary_ntl6p")
}
[node name="RayCast3D" type="RayCast3D" parent="."]
collision_mask = 4