fixed the parity between air and land enemies. +added a lot of new cards

This commit is contained in:
2023-11-11 19:03:01 +11:00
parent afc0a19b36
commit b0f8a37f60
99 changed files with 1795 additions and 188 deletions

View File

@ -14,11 +14,12 @@ func _ready() -> void:
cooldown = 1.0 / stats.fire_rate
range_sphere.radius = stats.fire_range
minimap_range_sphere.radius = stats.fire_range
minimap_range_sphere.set_visible(true)
#minimap_range_sphere.set_visible(true)
func preview_range(value):
range_sphere.set_visible(value)
minimap_range_sphere.set_visible(value)
func _process(delta: float) -> void:
@ -48,7 +49,11 @@ func acquire_target():
for enemy in get_tree().get_nodes_in_group("Enemies"):
if model.global_position.distance_to(enemy.global_position) > stats.fire_range:
continue
if (most_progressed_enemy == null or enemy.progress >= most_progressed_enemy.progress) and enemy.stats.target_type & stats.can_target:
var em_1 = enemy.movement_controller as EnemyMovement
var em_2 : EnemyMovement
if most_progressed_enemy != null:
em_2 = most_progressed_enemy.movement_controller as EnemyMovement
if (most_progressed_enemy == null or em_1.distance_remaining < em_2.distance_remaining) and enemy.stats.target_type & stats.can_target:
most_progressed_enemy = enemy
if most_progressed_enemy != null:
targeted_enemy = most_progressed_enemy