enabled enforced static typing

This commit is contained in:
2024-02-22 06:22:22 +11:00
parent e1a867d2a9
commit a93660f755
1645 changed files with 24730 additions and 2078 deletions

View File

@ -1,11 +1,10 @@
extends Projectile
class_name ExplosiveProjectile
class_name ExplosiveProjectile extends Projectile
@export var explosion_range := 3.0
@export var explosion_range: float = 3.0
var exploded := false
var sound_done := false
var particles_done := false
var exploded: bool = false
var sound_done: bool = false
var particles_done: bool = false
func _process(delta: float) -> void:
@ -18,12 +17,12 @@ func _on_body_entered(_body: Node) -> void:
explode()
func explode():
func explode() -> void:
if is_multiplayer_authority() and !exploded:
freeze = true
exploded = true
$CollisionShape3D.call_deferred("set_disabled", true)
for enemy in get_tree().get_nodes_in_group("Enemies"):
for enemy: EnemyController in get_tree().get_nodes_in_group("Enemies"):
if global_position.distance_to(enemy.global_position) <= explosion_range:
hit(enemy)
networked_hit.rpc(get_tree().root.get_path_to(enemy))
@ -33,7 +32,7 @@ func explode():
$AudioStreamPlayer.play()
func hit(target):
func hit(target: CharacterBody3D) -> void:
target.damage(damage)
if owner_id == 0:
if Data.preferences.display_tower_damage_indicators:
@ -47,13 +46,13 @@ func hit(target):
@rpc("reliable")
func networked_hit(target_node_path):
var target = get_tree().root.get_node(target_node_path)
func networked_hit(target_node_path: String) -> void:
var target: CharacterBody3D = get_tree().root.get_node(target_node_path)
hit(target)
@rpc("reliable")
func networked_kill():
func networked_kill() -> void:
$Sprite3D.set_visible(false)
$GPUParticles3D.emitting = true
$AudioStreamPlayer.play()

View File

@ -1,9 +1,8 @@
extends ExplosiveProjectile
class_name HomingProjectile
class_name HomingProjectile extends ExplosiveProjectile
var target : Node3D
var acceleration := 50.0
var max_speed := 13.0
var target: Node3D
var acceleration: float = 50.0
var max_speed: float = 13.0
func _physics_process(_delta: float) -> void:

View File

@ -1,15 +1,14 @@
extends RigidBody3D
class_name Projectile
class_name Projectile extends RigidBody3D
@export var collision_shape : CollisionShape3D
@export var collision_shape: CollisionShape3D
var damage_particle_scene = preload("res://Scenes/damage_particle.tscn")
var owner_id = 0 #should be left unchanged by towers, 1 for host, peer_id on peers
var direction := Vector3.FORWARD
var force := 2.0
var damage := 0.0
var lifetime := 10.0
var time_alive := 0.0
var damage_particle_scene: PackedScene = preload("res://Scenes/damage_particle.tscn")
var owner_id: int = 0 #should be left unchanged by towers, 1 for host, peer_id on peers
var direction: Vector3= Vector3.FORWARD
var force: float = 2.0
var damage: float = 0.0
var lifetime: float = 10.0
var time_alive: float = 0.0
func _ready() -> void:
@ -20,9 +19,9 @@ func _process(delta: float) -> void:
time_alive += delta
func spawn_damage_indicator(pos):
func spawn_damage_indicator(pos: Vector3) -> void:
if damage > 0:
var marker = damage_particle_scene.instantiate()
var marker: Node3D = damage_particle_scene.instantiate()
get_tree().root.add_child(marker)
marker.set_number(damage)
marker.position = pos
@ -33,5 +32,5 @@ func _on_body_entered(_body: Node) -> void:
@rpc("reliable")
func networked_kill():
func networked_kill() -> void:
queue_free()

View File

@ -1,15 +1,14 @@
extends ExplosiveProjectile
class_name StatusApplyingProjectile
class_name StatusApplyingProjectile extends ExplosiveProjectile
@export var status_stats : StatusStats
@export var status_stats: StatusStats
func hit(target):
func hit(target: CharacterBody3D) -> void:
super.hit(target)
target.status_manager.add_effect(build_status_object())
func build_status_object() -> StatusEffect:
var status = StatusEffect.new()
var status: StatusEffect = StatusEffect.new()
status.stats = status_stats
return status