multiplayer pretty much works now i think
This commit is contained in:
@ -6,6 +6,8 @@ func shoot():
|
||||
super.shoot()
|
||||
if targeted_enemy and is_instance_valid(targeted_enemy) and targeted_enemy.alive:
|
||||
targeted_enemy.damage(damage)
|
||||
if Data.preferences.display_tower_damage_indicators:
|
||||
spawn_damage_indicator(targeted_enemy.sprite.global_position)
|
||||
|
||||
|
||||
@rpc("reliable")
|
||||
|
@ -28,3 +28,4 @@ func networked_spawn_projectile(peer_id):
|
||||
projectile.name = base_name + str(peer_id) + str(projectile_id)
|
||||
get_tree().root.add_child(projectile)
|
||||
projectile_id += 1
|
||||
return projectile
|
||||
|
32
Scripts/Towers/range_affecting_tower.gd
Normal file
32
Scripts/Towers/range_affecting_tower.gd
Normal file
@ -0,0 +1,32 @@
|
||||
extends StatusApplyingTower
|
||||
class_name RangeAffectingTower
|
||||
|
||||
|
||||
func _physics_process(_delta: float) -> void:
|
||||
if !is_multiplayer_authority():
|
||||
return
|
||||
var enemies_in_range = []
|
||||
for enemy in get_tree().get_nodes_in_group("Enemies"):
|
||||
if !is_instance_valid(enemy) or !enemy.alive or global_position.distance_to(enemy.global_position) > target_range:
|
||||
continue
|
||||
enemies_in_range.append(enemy)
|
||||
if time_since_firing >= time_between_shots:
|
||||
time_since_firing -= time_between_shots
|
||||
for enemy in enemies_in_range:
|
||||
fire(enemy)
|
||||
|
||||
|
||||
func fire(target):
|
||||
if is_instance_valid(target) and target.alive:
|
||||
target.damage(damage)
|
||||
target.status_manager.add_effect(build_status_object())
|
||||
if Data.preferences.display_tower_damage_indicators:
|
||||
spawn_damage_indicator(target.sprite.global_position)
|
||||
if is_multiplayer_authority():
|
||||
networked_fire.rpc(get_tree().root.get_path_to(target))
|
||||
|
||||
|
||||
@rpc("reliable")
|
||||
func networked_fire(target_node_path):
|
||||
var target = get_tree().root.get_node(target_node_path)
|
||||
fire(target)
|
48
Scripts/Towers/shapecast_tower.gd
Normal file
48
Scripts/Towers/shapecast_tower.gd
Normal file
@ -0,0 +1,48 @@
|
||||
extends Tower
|
||||
class_name ShapecastTower
|
||||
|
||||
@export var shapecast : ShapeCast3D
|
||||
@export var particlesystem : GPUParticles3D
|
||||
@export var status_stats : StatusStats
|
||||
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
super._process(delta)
|
||||
if targeted_enemy:
|
||||
particlesystem.emitting = true
|
||||
else:
|
||||
particlesystem.emitting = false
|
||||
|
||||
|
||||
func shoot():
|
||||
for index in shapecast.get_collision_count():
|
||||
var target = shapecast.get_collider(index) as CharacterBody3D
|
||||
hit(target)
|
||||
|
||||
|
||||
func aim():
|
||||
yaw_model.look_at(targeted_enemy.global_position)
|
||||
pitch_model.look_at(targeted_enemy.global_position)
|
||||
pitch_model.rotation.x = 0.0
|
||||
|
||||
|
||||
func hit(target):
|
||||
if is_instance_valid(target) and target.alive:
|
||||
target.damage(damage)
|
||||
if Data.preferences.display_tower_damage_indicators:
|
||||
spawn_damage_indicator(target.sprite.global_position)
|
||||
target.status_manager.add_effect(build_status_object())
|
||||
if is_multiplayer_authority():
|
||||
networked_hit.rpc(get_tree().root.get_path_to(target))
|
||||
|
||||
|
||||
func build_status_object() -> StatusEffect:
|
||||
var status = StatusEffect.new()
|
||||
status.stats = status_stats
|
||||
return status
|
||||
|
||||
|
||||
@rpc("reliable")
|
||||
func networked_hit(target_node_path):
|
||||
var target = get_tree().root.get_node(target_node_path)
|
||||
hit(target)
|
@ -7,6 +7,7 @@ class_name Tower
|
||||
@export var yaw_model : MeshInstance3D
|
||||
@export var range_indicator : CSGSphere3D
|
||||
|
||||
var damage_particle_scene = preload("res://Scenes/damage_particle.tscn")
|
||||
var base_name
|
||||
var targeted_enemy
|
||||
var time_since_firing := 0.0
|
||||
@ -82,6 +83,14 @@ func shoot():
|
||||
networked_shoot.rpc()
|
||||
|
||||
|
||||
func spawn_damage_indicator(pos):
|
||||
if damage > 0:
|
||||
var marker = damage_particle_scene.instantiate()
|
||||
get_tree().root.add_child(marker)
|
||||
marker.set_number(damage)
|
||||
marker.position = pos
|
||||
|
||||
|
||||
@rpc("reliable")
|
||||
func networked_shoot():
|
||||
shoot()
|
||||
|
Reference in New Issue
Block a user