multiplayer pretty much works now i think
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@ -24,6 +24,7 @@ func networked_spawn_projectile(peer_id, direction):
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projectile.damage = damage
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projectile.direction = direction
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projectile.force = force
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projectile.owner_id = peer_id
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projectile.name = str(peer_id) + str(projectile_id)
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get_tree().root.add_child(projectile)
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projectile_id += 1
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55
Scripts/Weapons/shapecast_weapon.gd
Normal file
55
Scripts/Weapons/shapecast_weapon.gd
Normal file
@ -0,0 +1,55 @@
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extends Weapon
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class_name ShapecastWeapon
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@export var shapecast : ShapeCast3D
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@export var range_debug_indicator : CSGSphere3D
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@export var status_stats : StatusStats
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@export var particles : GPUParticles3D
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var attack_range := 0.0
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func _ready() -> void:
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super._ready()
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attack_range = stats.get_attribute("Range")
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range_debug_indicator.radius = attack_range
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shapecast.shape.size.z = attack_range
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shapecast.target_position = -hero.camera.basis.z * (attack_range / 2.0)
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func _process(delta: float) -> void:
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super._process(delta)
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particles.emitting = trigger_held
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func shoot():
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super.shoot()
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for index in shapecast.get_collision_count():
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var target = shapecast.get_collider(index)
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if target:
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var target_hitbox = target.shape_owner_get_owner(shapecast.get_collider_shape(index))
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if target_hitbox is Hitbox:
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hit(target, target_hitbox)
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if Data.preferences.display_self_damage_indicators:
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spawn_damage_indicator(target.sprite.global_position)
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networked_hit.rpc(get_tree().root.get_path_to(target), get_tree().root.get_path_to(target_hitbox))
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func build_status_object() -> StatusEffect:
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var status = StatusEffect.new()
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status.stats = status_stats
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return status
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func hit(target, target_hitbox : Hitbox):
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target_hitbox.damage(damage)
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target.status_manager.add_effect(build_status_object())
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@rpc("reliable")
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func networked_hit(target_path : String, target_hitbox_path : String):
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var target = get_tree().root.get_node(target_path)
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var target_hitbox = get_tree().root.get_node(target_hitbox_path) as Hitbox
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hit(target, target_hitbox)
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if Data.preferences.display_party_damage_indicators:
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spawn_damage_indicator(target.sprite.global_position)
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