added some sound triggers and holes in the map
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@ -3,10 +3,14 @@ class_name ExplosiveProjectile
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@export var explosion_range := 3.0
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var exploded := false
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var sound_done := false
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var particles_done := false
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func _process(delta: float) -> void:
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super._process(delta)
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if time_alive >= lifetime:
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if !exploded and time_alive >= lifetime:
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explode()
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@ -15,13 +19,18 @@ func _on_body_entered(_body: Node) -> void:
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func explode():
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if is_multiplayer_authority():
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if is_multiplayer_authority() and !exploded:
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freeze = true
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exploded = true
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$CollisionShape3D.call_deferred("set_disabled", true)
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for enemy in get_tree().get_nodes_in_group("Enemies"):
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if global_position.distance_to(enemy.global_position) <= explosion_range:
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hit(enemy)
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networked_hit.rpc(get_tree().root.get_path_to(enemy))
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networked_kill.rpc()
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queue_free()
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$Sprite3D.set_visible(false)
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$GPUParticles3D.emitting = true
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$AudioStreamPlayer.play()
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func hit(target):
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@ -41,3 +50,22 @@ func hit(target):
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func networked_hit(target_node_path):
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var target = get_tree().root.get_node(target_node_path)
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hit(target)
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@rpc("reliable")
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func networked_kill():
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$Sprite3D.set_visible(false)
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$GPUParticles3D.emitting = true
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$AudioStreamPlayer.play()
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func _on_audio_stream_player_finished() -> void:
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sound_done = true
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if sound_done and particles_done:
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queue_free()
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func _on_gpu_particles_3d_finished() -> void:
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particles_done = true
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if sound_done and particles_done:
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queue_free()
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