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

@ -1,27 +1,26 @@
extends Node3D
class_name Weapon
class_name Weapon extends Node3D
signal energy_changed(energy)
signal energy_changed(energy: int)
@export var stats : CardText
@export var animator : AnimationPlayer
@export var audio_player : AudioStreamPlayer3D
@export var recharge_timer : Timer
@export var stats: CardText
@export var animator: AnimationPlayer
@export var audio_player: AudioStreamPlayer3D
@export var recharge_timer: Timer
var damage_particle_scene = preload("res://Scenes/damage_particle.tscn")
var hero : Hero
var trigger_held := false
var second_trigger_held := false
var time_since_firing := 0.0
var time_between_shots := 0.0
var damage := 0.0
var max_energy := 100.0
var current_energy := 100.0
var energy_cost := 1.0
var recharging := false
var recharge_speed := 0.0
var recharge_acceleration = 2.0
var recharge_max_speed = 25.0
var damage_particle_scene: PackedScene = preload("res://Scenes/damage_particle.tscn")
var hero: Hero
var trigger_held: bool = false
var second_trigger_held: bool = false
var time_since_firing: float = 0.0
var time_between_shots: float = 0.0
var damage: float = 0.0
var max_energy: float = 100.0
var current_energy: float = 100.0
var energy_cost: float = 1.0
var recharging: bool = false
var recharge_speed: float = 0.0
var recharge_acceleration: float = 2.0
var recharge_max_speed: float = 25.0
func _ready() -> void:
@ -30,7 +29,7 @@ func _ready() -> void:
energy_cost = stats.get_attribute("Energy")
func set_hero(value):
func set_hero(value: Hero) -> void:
hero = value
@ -56,33 +55,33 @@ func _physics_process(_delta: float) -> void:
networked_shoot.rpc()
func hold_trigger():
func hold_trigger() -> void:
trigger_held = true
func release_trigger():
func release_trigger() -> void:
if trigger_held:
recharge_timer.start()
trigger_held = false
func hold_second_trigger():
func hold_second_trigger() -> void:
second_trigger_held = true
func release_second_trigger():
func release_second_trigger() -> void:
second_trigger_held = false
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
func shoot():
func shoot() -> void:
animator.play("shoot")
audio_player.play()
recharging = false
@ -91,7 +90,7 @@ func shoot():
@rpc
func networked_shoot():
func networked_shoot() -> void:
animator.play("shoot")
audio_player.play()