waited far too long for an initial commit but here we are
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15
PCs/Universal/ClassCards/Flamethrower/card_flamethrower.tres
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15
PCs/Universal/ClassCards/Flamethrower/card_flamethrower.tres
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[gd_resource type="Resource" script_class="Card" load_steps=5 format=3 uid="uid://1xke2uy2vfuf"]
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[ext_resource type="Script" path="res://Scripts/Resources/card.gd" id="1_xmwih"]
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[ext_resource type="Resource" uid="uid://5ywipj3632u8" path="res://Resources/TurretStats/flametower.tres" id="2_80w0f"]
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[ext_resource type="PackedScene" uid="uid://dvqk2lysu02gf" path="res://PCs/Universal/ClassCards/Flamethrower/tower_flamethrower.tscn" id="3_yfmjg"]
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[ext_resource type="Resource" uid="uid://c4ihsd13o1esd" path="res://Resources/WeaponStats/flamethrower.tres" id="4_rdoaa"]
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[resource]
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script = ExtResource("1_xmwih")
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title = "Flamethrower"
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rarity = 3
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faction = 0
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turret = ExtResource("3_yfmjg")
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weapon_stats = ExtResource("4_rdoaa")
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tower_stats = ExtResource("2_80w0f")
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30
PCs/Universal/ClassCards/Flamethrower/tower_flamethrower.gd
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30
PCs/Universal/ClassCards/Flamethrower/tower_flamethrower.gd
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extends Tower
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class_name FlameyTower
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@export var shapecast : ShapeCast3D
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@export var particlesystem : GPUParticles3D
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@export var status_stats : StatusStats
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func _process(delta: float) -> void:
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super._process(delta)
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if targeted_enemy:
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particlesystem.emitting = true
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else:
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particlesystem.emitting = false
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func shoot():
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for index in shapecast.get_collision_count():
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var target = shapecast.get_collider(index) as CharacterBody3D
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#TODO: its shit the way the enemy and status have to know about each other
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var status = StatusOnFire.new()
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status.affected = target.get_parent()
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status.stats = status_stats
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target.get_parent().status_manager.add_effect(status)
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target.get_parent().add_child(status)
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func aim():
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model.look_at(targeted_enemy.global_position)
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model.rotation.x = 0.0
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[gd_scene load_steps=9 format=3 uid="uid://dvqk2lysu02gf"]
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[ext_resource type="Script" path="res://PCs/Universal/ClassCards/Flamethrower/tower_flamethrower.gd" id="1_6dcsj"]
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[ext_resource type="Resource" uid="uid://dbanx8taicddm" path="res://Resources/StatusEffects/on_fire.tres" id="2_yo2b7"]
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[sub_resource type="Gradient" id="Gradient_kkqms"]
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offsets = PackedFloat32Array(0.00591716, 1)
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colors = PackedColorArray(0.898039, 0.447059, 0, 1, 1, 0, 0, 1)
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[sub_resource type="GradientTexture1D" id="GradientTexture1D_gpquw"]
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gradient = SubResource("Gradient_kkqms")
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[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_2nhns"]
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direction = Vector3(0, 1, 0)
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spread = 20.0
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gravity = Vector3(0, 0, 0)
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initial_velocity_min = 5.0
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initial_velocity_max = 5.0
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damping_min = 4.464
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damping_max = 4.464
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color_ramp = SubResource("GradientTexture1D_gpquw")
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_2yd7w"]
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vertex_color_use_as_albedo = true
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[sub_resource type="BoxMesh" id="BoxMesh_q83y7"]
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material = SubResource("StandardMaterial3D_2yd7w")
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size = Vector3(0.3, 0.3, 0.3)
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[sub_resource type="BoxShape3D" id="BoxShape3D_vck5q"]
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size = Vector3(2.145, 3.125, 2.415)
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[node name="Node3D" type="Node3D" node_paths=PackedStringArray("shapecast", "particlesystem", "model")]
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script = ExtResource("1_6dcsj")
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shapecast = NodePath("Model/Node3D/ShapeCast3D")
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particlesystem = NodePath("Model/Node3D/GPUParticles3D")
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status_stats = ExtResource("2_yo2b7")
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model = NodePath("Model")
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[node name="Model" type="Node3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2, 0)
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[node name="CSGBox3D" type="CSGBox3D" parent="Model"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.569646, 0)
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size = Vector3(1, 1.78698, 1)
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[node name="CSGBox3D2" type="CSGBox3D" parent="Model"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.00567371, -0.274218, -0.514041)
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size = Vector3(0.481654, 0.427749, 1.38438)
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[node name="Node3D" type="Node3D" parent="Model"]
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transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, -0.301084, -1.2154)
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[node name="GPUParticles3D" type="GPUParticles3D" parent="Model/Node3D"]
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amount = 48
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visibility_aabb = AABB(-2.2922, -3.14731, -1.92995, 4.5844, 6.29461, 3.85991)
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process_material = SubResource("ParticleProcessMaterial_2nhns")
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draw_pass_1 = SubResource("BoxMesh_q83y7")
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[node name="ShapeCast3D" type="ShapeCast3D" parent="Model/Node3D"]
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shape = SubResource("BoxShape3D_vck5q")
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target_position = Vector3(0, 1.51, 0)
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collision_mask = 4
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