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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extends Weapon
class_name HitscanWeapon
@export var raycast : RayCast3D
@export var range_debug_indicator : CSGSphere3D
var attack_range := 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
func shoot():
super.shoot()
if raycast.is_colliding():
var target = raycast.get_collider()
if target != null:
var target_hitbox = target.shape_owner_get_owner(raycast.get_collider_shape())
if target_hitbox is Hitbox:
hit(target, target_hitbox)
networked_hit.rpc(get_tree().root.get_path_to(target), get_tree().root.get_path_to(target_hitbox))
func hit(_target, target_hitbox : Hitbox):
target_hitbox.damage(damage)
@rpc("reliable")
func networked_hit(target_path : String, target_hitbox_path : String):
var target = get_tree().root.get_node(target_path)
var target_hitbox = get_tree().root.get_node(target_hitbox_path) as Hitbox
hit(target, target_hitbox)

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extends Weapon
class_name ProjectileWeapon
@export var projectile_scene : PackedScene
var force := 2.0
var projectile_id := 0
func shoot():
super.shoot()
var projectile = projectile_scene.instantiate() as Projectile
projectile.position = global_position
projectile.damage = damage
projectile.direction = -global_transform.basis.z
projectile.force = force
projectile.name = str(multiplayer.get_unique_id()) + str(projectile_id)
get_tree().root.add_child(projectile)
projectile_id += 1
@rpc("reliable")
func networked_shoot():
super.networked_shoot()
shoot()

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extends HitscanWeapon
class_name StatusApplyingWeapon
@export var status_stats : StatusStats
func hit(target, target_hitbox : Hitbox):
super.hit(target, target_hitbox)
target.status_manager.add_effect(build_status_object())
func build_status_object() -> StatusEffect:
var status = StatusEffect.new()
status.stats = status_stats
return status

58
Scripts/Weapons/weapon.gd Normal file
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extends Node3D
class_name Weapon
@export var stats : CardText
@export var animator : AnimationPlayer
var hero : Hero
var trigger_held := false
var second_trigger_held := false
var time_since_firing := 0.0
var time_between_shots := 0.0
var damage := 0.0
func _ready() -> void:
time_between_shots = stats.get_attribute("Fire Delay")
damage = stats.get_attribute("Damage")
func set_hero(value):
hero = value
func _process(delta: float) -> void:
if time_since_firing < time_between_shots:
time_since_firing += delta
func _physics_process(_delta: float) -> void:
if trigger_held and time_since_firing >= time_between_shots:
time_since_firing -= time_between_shots
shoot()
networked_shoot.rpc()
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():
animator.play("shoot")
@rpc
func networked_shoot():
animator.play("shoot")