inching towards better class inheritence and multiplayer compatibility

This commit is contained in:
2023-11-15 15:19:40 +11:00
parent f004f64b71
commit 1500c22ccc
204 changed files with 1920 additions and 1951 deletions

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@ -1,19 +1,23 @@
[gd_resource type="Resource" script_class="Card" load_steps=7 format=3 uid="uid://bmoreipvttks8"]
[gd_resource type="Resource" script_class="Card" load_steps=8 format=3 uid="uid://deer0awg4d18o"]
[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"]
[ext_resource type="Texture2D" uid="uid://celay30i4soud" path="res://PCs/Universal/ClassCards/Assault/g_assault.png" id="2_a8may"]
[ext_resource type="PackedScene" uid="uid://2eehfcrsednw" path="res://PCs/Universal/ClassCards/Assault/weapon_assault.tscn" id="3_28y3b"]
[ext_resource type="Resource" uid="uid://bdmsiw45xxhiv" path="res://PCs/Universal/ClassCards/Assault/tower_stats.tres" id="3_ks0jw"]
[ext_resource type="PackedScene" uid="uid://bbfm4i4xlkwdr" path="res://PCs/Universal/ClassCards/Assault/tower_assault.tscn" id="4_5nu32"]
[ext_resource type="Resource" uid="uid://smctw4ogm4rx" path="res://PCs/Universal/ClassCards/Assault/weapon_stats.tres" id="4_est7t"]
[sub_resource type="AtlasTexture" id="AtlasTexture_q0mw6"]
atlas = ExtResource("2_a8may")
region = Rect2(0, 0, 64, 64)
[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")
sprite = SubResource("AtlasTexture_q0mw6")
turret_scene = ExtResource("4_5nu32")
weapon_scene = ExtResource("3_28y3b")
weapon_stats = ExtResource("4_est7t")
tower_stats = ExtResource("3_ks0jw")

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@ -0,0 +1,34 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://celay30i4soud"
path="res://.godot/imported/g_assault.png-5ee2b44f3ff930af8f664652779a0f99.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://PCs/Universal/ClassCards/Assault/g_assault.png"
dest_files=["res://.godot/imported/g_assault.png-5ee2b44f3ff930af8f664652779a0f99.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
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mipmaps/generate=true
mipmaps/limit=-1
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roughness/src_normal=""
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process/size_limit=0
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@ -1,59 +0,0 @@
extends Node3D
class_name Tower
@export var stats : TowerStats
@export var model : Node3D
@export var range_sphere : CSGSphere3D
@export var minimap_range_sphere : CSGSphere3D
var targeted_enemy
var cooldown := 0.0
var other_cooldown := 0.0
func _ready() -> void:
cooldown = 1.0 / stats.fire_rate
range_sphere.radius = stats.fire_range
minimap_range_sphere.radius = stats.fire_range
#minimap_range_sphere.set_visible(true)
func preview_range(value):
range_sphere.set_visible(value)
minimap_range_sphere.set_visible(value)
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
var em_1 = enemy.movement_controller as EnemyMovement
var em_2 : EnemyMovement
if most_progressed_enemy != null:
em_2 = most_progressed_enemy.movement_controller as EnemyMovement
if (most_progressed_enemy == null or em_1.distance_remaining < em_2.distance_remaining) 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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@ -0,0 +1,2 @@
extends HitscanTower
class_name AssaultTower

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@ -1,41 +1,9 @@
[gd_scene load_steps=4 format=3 uid="uid://fernyl7fsifv"]
[gd_scene load_steps=4 format=3 uid="uid://bbfm4i4xlkwdr"]
[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"]
[ext_resource type="PackedScene" uid="uid://dumiyjlnea4gq" path="res://Scenes/Towers/hitscan_tower.tscn" id="1_uadu5"]
[ext_resource type="Resource" uid="uid://bdmsiw45xxhiv" path="res://PCs/Universal/ClassCards/Assault/tower_stats.tres" id="2_gg1gn"]
[ext_resource type="Script" path="res://PCs/Universal/ClassCards/Assault/tower_assault.gd" id="2_olbck"]
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_llb88"]
transparency = 1
cull_mode = 2
shading_mode = 0
albedo_color = Color(0.686275, 0, 0, 0.278431)
[node name="Node3D" type="Node3D" node_paths=PackedStringArray("model", "range_sphere", "minimap_range_sphere")]
script = ExtResource("1_c2874")
stats = ExtResource("2_t516u")
model = NodePath("Model")
range_sphere = NodePath("Model/CSGSphere3D")
minimap_range_sphere = NodePath("Model/CSGSphere3D2")
[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)
[node name="CSGSphere3D" type="CSGSphere3D" parent="Model"]
visible = false
radius = 7.5
material = SubResource("StandardMaterial3D_llb88")
[node name="CSGSphere3D2" type="CSGSphere3D" parent="Model"]
visible = false
layers = 4
radius = 7.5
material = SubResource("StandardMaterial3D_llb88")
[node name="AssaultTower" instance=ExtResource("1_uadu5")]
script = ExtResource("2_olbck")
stats = ExtResource("2_gg1gn")

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@ -0,0 +1,25 @@
[gd_resource type="Resource" script_class="CardText" load_steps=6 format=3 uid="uid://bdmsiw45xxhiv"]
[ext_resource type="Script" path="res://Scripts/Resources/card_text.gd" id="1_50mwk"]
[ext_resource type="Script" path="res://Scripts/Resources/stat_attribute.gd" id="1_cwxf1"]
[sub_resource type="Resource" id="Resource_bukji"]
script = ExtResource("1_cwxf1")
key = "Fire Delay"
value = 1.0
[sub_resource type="Resource" id="Resource_2e75s"]
script = ExtResource("1_cwxf1")
key = "Damage"
value = 1.0
[sub_resource type="Resource" id="Resource_1vpnf"]
script = ExtResource("1_cwxf1")
key = "Range"
value = 10.0
[resource]
script = ExtResource("1_50mwk")
target_type = 1
attributes = Array[ExtResource("1_cwxf1")]([SubResource("Resource_bukji"), SubResource("Resource_2e75s"), SubResource("Resource_1vpnf")])
text = "Fires a shot every /Fire Delay\\ seconds dealing /Damage\\ damage at a range of /Range\\m"

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@ -1,73 +0,0 @@
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)
networked_hit.rpc(get_tree().root.get_path_to(target_hitbox))
@rpc
func networked_shoot():
$AnimationPlayer.play("shoot")
@rpc("reliable")
func networked_hit(target_node_path : String):
var target_node = get_tree().root.get_node(target_node_path)
target_node.damage(stats.damage)

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@ -0,0 +1,2 @@
extends HitscanWeapon
class_name AssaultWeapon

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@ -1,58 +1,15 @@
[gd_scene load_steps=7 format=3 uid="uid://d1xe6hsq05110"]
[gd_scene load_steps=5 format=3 uid="uid://2eehfcrsednw"]
[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"]
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[ext_resource type="Resource" uid="uid://smctw4ogm4rx" path="res://PCs/Universal/ClassCards/Assault/weapon_stats.tres" id="2_fnp5x"]
[ext_resource type="Texture2D" uid="uid://celay30i4soud" path="res://PCs/Universal/ClassCards/Assault/g_assault.png" id="3_kuj4t"]
[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),
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"values": [Rect2(0, 0, 64, 64)]
}
[sub_resource type="AtlasTexture" id="AtlasTexture_604rb"]
atlas = ExtResource("3_kuj4t")
region = 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)]
}
[node name="HitscanWeapon" instance=ExtResource("1_wkxf7")]
stats = ExtResource("2_fnp5x")
[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
[node name="Sprite3D" parent="." index="0"]
texture = SubResource("AtlasTexture_604rb")

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@ -0,0 +1,25 @@
[gd_resource type="Resource" script_class="CardText" load_steps=6 format=3 uid="uid://smctw4ogm4rx"]
[ext_resource type="Script" path="res://Scripts/Resources/card_text.gd" id="1_gk542"]
[ext_resource type="Script" path="res://Scripts/Resources/stat_attribute.gd" id="1_qt3yl"]
[sub_resource type="Resource" id="Resource_bcrtt"]
script = ExtResource("1_qt3yl")
key = "Damage"
value = 3.0
[sub_resource type="Resource" id="Resource_llper"]
script = ExtResource("1_qt3yl")
key = "Range"
value = 15.0
[sub_resource type="Resource" id="Resource_7i2dt"]
script = ExtResource("1_qt3yl")
key = "Fire Delay"
value = 0.2
[resource]
script = ExtResource("1_gk542")
target_type = 0
attributes = Array[ExtResource("1_qt3yl")]([SubResource("Resource_bcrtt"), SubResource("Resource_llper"), SubResource("Resource_7i2dt")])
text = "Fires a shot every /Fire Delay\\ seconds dealing /Damage\\ damage at a range of /Range\\m"