fixed some bugs The Typening caused
This commit is contained in:
PCs
Scenes
Menus
TowerBase
gauntlet.tscnScripts
Worlds
dissolve.treshero_select_card.gdmotion_test.gdnode_2d.tscnproject.godottextmesh.res@ -1,7 +1,7 @@
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class_name RocketLauncherTower extends ProjectileTower
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var target_max: float = 3
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var targets: Array = []
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var targets: Array[EnemyController] = []
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func _ready() -> void:
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@ -21,13 +21,11 @@ func _physics_process(_delta: float) -> void:
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if targets.size() < target_max:
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acquire_target()
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if targets.size() > 0:
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var target_list: Array[EnemyController] = targets.duplicate()
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for target: EnemyController in target_list:
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if !is_instance_valid(target) or !target.alive:
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targets.erase(target)
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continue
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if global_position.distance_to(target.global_position) > target_range:
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targets.erase(target)
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var valid_targets: Array[EnemyController] = []
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for target: EnemyController in targets:
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if is_instance_valid(target) and target.alive and global_position.distance_to(target.global_position) < target_range:
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valid_targets.append(target)
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targets = valid_targets
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if targets.size() > 0:
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targeted_enemy = targets[0]
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networked_acquire_target.rpc(get_tree().root.get_path_to(targeted_enemy))
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@ -40,6 +38,8 @@ func _physics_process(_delta: float) -> void:
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func acquire_target() -> void:
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var possible_enemies: Array[EnemyController] = []
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for enemy: EnemyController in get_tree().get_nodes_in_group("Enemies"):
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if !is_instance_valid(enemy):
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continue
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if global_position.distance_to(enemy.global_position) > target_range:
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continue
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if !(enemy.stats.target_type & stats.target_type):
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@ -4,7 +4,7 @@
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[ext_resource type="Resource" uid="uid://b5pc3frhx467q" path="res://PCs/Mechanic/red.tres" id="2_dbyo0"]
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[ext_resource type="PackedScene" uid="uid://ri8r03wqy80t" path="res://Scenes/8_direction_sprite.tscn" id="2_ib0t5"]
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[ext_resource type="Texture2D" uid="uid://dkbkam81k355s" path="res://Assets/TextureAtlases/gauntlet.tres" id="3_5myy0"]
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[ext_resource type="PackedScene" uid="uid://buvgdem68wtev" path="res://Scenes/Menus/pause_menu.tscn" id="3_avnsx"]
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[ext_resource type="PackedScene" uid="uid://buvgdem68wtev" path="res://Scenes/Menus/PauseMenu/pause_menu.tscn" id="3_avnsx"]
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[ext_resource type="Script" path="res://PCs/view_movement.gd" id="4_mhexa"]
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[ext_resource type="PackedScene" uid="uid://dixtx38u4jhd7" path="res://Scenes/UI/card_hand.tscn" id="4_mwtvp"]
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[ext_resource type="PackedScene" uid="uid://dqt1ggtkpkuhs" path="res://Scenes/gauntlet.tscn" id="5_jlxb3"]
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@ -39,10 +39,10 @@ func _ready() -> void:
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pitch_noise.frequency = 0.03
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yaw_noise.frequency = 0.03
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roll_noise.frequency = 0.01
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var seed: int = randi()
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pitch_noise.seed = seed
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yaw_noise.seed = seed + 1
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roll_noise.seed = seed + 2
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var noise_seed: int = randi()
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pitch_noise.seed = noise_seed
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yaw_noise.seed = noise_seed + 1
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roll_noise.seed = noise_seed + 2
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func _physics_process(delta: float) -> void:
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@ -50,7 +50,6 @@ func _physics_process(delta: float) -> void:
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#TODO: maybe make the speed slower/faster on slopes?
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var player_speed: float = Vector2(player.velocity.x, player.velocity.z).length()
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speed_factor = lerp(speed_factor, player_speed / head_bob_max_effect_speed, 20.0 * delta)
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var test: float = 1.0 / 12.5
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sample_point += delta * head_bob_frequency * speed_factor
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else:
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speed_factor = lerp(speed_factor, 0.0, 20.0 * delta)
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