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

@ -1,12 +1,11 @@
extends Weapon
class_name ShapecastWeapon
class_name ShapecastWeapon extends Weapon
@export var shapecast : ShapeCast3D
@export var range_debug_indicator : CSGSphere3D
@export var status_stats : StatusStats
@export var particles : GPUParticles3D
@export var shapecast: ShapeCast3D
@export var range_debug_indicator: CSGSphere3D
@export var status_stats: StatusStats
@export var particles: GPUParticles3D
var attack_range := 0.0
var attack_range: float = 0.0
func _ready() -> void:
@ -22,12 +21,12 @@ func _process(delta: float) -> void:
particles.emitting = trigger_held
func shoot():
func shoot() -> void:
super.shoot()
for index in shapecast.get_collision_count():
var target = shapecast.get_collider(index)
for index: int in shapecast.get_collision_count():
var target: CharacterBody3D = shapecast.get_collider(index)
if target:
var target_hitbox = target.shape_owner_get_owner(shapecast.get_collider_shape(index))
var target_hitbox: Hitbox = target.shape_owner_get_owner(shapecast.get_collider_shape(index))
if target_hitbox is Hitbox:
hit(target, target_hitbox)
if Data.preferences.display_self_damage_indicators:
@ -36,20 +35,20 @@ func shoot():
func build_status_object() -> StatusEffect:
var status = StatusEffect.new()
var status: StatusEffect = StatusEffect.new()
status.stats = status_stats
return status
func hit(target, target_hitbox : Hitbox):
func hit(target: CharacterBody3D, target_hitbox: Hitbox) -> void:
target_hitbox.damage(damage)
target.status_manager.add_effect(build_status_object())
@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
func networked_hit(target_path: String, target_hitbox_path: String) -> void:
var target: CharacterBody3D = get_tree().root.get_node(target_path) as CharacterBody3D
var target_hitbox: Hitbox = get_tree().root.get_node(target_hitbox_path) as Hitbox
hit(target, target_hitbox)
if Data.preferences.display_party_damage_indicators:
spawn_damage_indicator(target.sprite.global_position)