added a second slot you can equip a weapon to
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@ -5,6 +5,7 @@ signal energy_changed(energy)
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@export var stats : CardText
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@export var animator : AnimationPlayer
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@export var recharge_timer : Timer
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var damage_particle_scene = preload("res://Scenes/damage_particle.tscn")
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var hero : Hero
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@ -16,6 +17,10 @@ var damage := 0.0
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var max_energy := 100.0
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var current_energy := 100.0
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var energy_cost := 1.0
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var recharging := false
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var recharge_speed := 0.0
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var recharge_acceleration = 2.0
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var recharge_max_speed = 20.0
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func _ready() -> void:
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@ -29,9 +34,13 @@ func set_hero(value):
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func _process(delta: float) -> void:
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current_energy += 5.0 * delta
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if current_energy >= max_energy:
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current_energy = max_energy
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if recharging:
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recharge_speed += recharge_acceleration * delta
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if recharge_speed > recharge_max_speed:
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recharge_speed = recharge_max_speed
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current_energy += recharge_speed * delta
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if current_energy >= max_energy:
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current_energy = max_energy
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energy_changed.emit(current_energy)
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if time_since_firing < time_between_shots:
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time_since_firing += delta
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@ -52,6 +61,7 @@ func hold_trigger():
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func release_trigger():
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trigger_held = false
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recharge_timer.start()
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func hold_second_trigger():
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@ -72,8 +82,14 @@ func spawn_damage_indicator(pos):
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func shoot():
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animator.play("shoot")
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recharging = false
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recharge_timer.stop()
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@rpc
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func networked_shoot():
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animator.play("shoot")
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func _on_timer_timeout() -> void:
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recharging = true
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