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mtd/PCs/Mechanic/ClassCards/RocketLauncher/tower_rocket_launcher.gd

39 lines
1.3 KiB
GDScript

class_name RocketLauncherTower extends ProjectileTower
func _ready() -> void:
super._ready()
target_finder.max_targets = floori(stats.get_attribute("Target Limit"))
func _physics_process(_delta: float) -> void:
if !is_multiplayer_authority():
#only doing the graphical sort of stuff but not shoot logic
if target_finder.get_multiple_targets().size() >= 1:
aim()
return
if target_finder.get_multiple_targets().size() >= 1:
#networked_acquire_target.rpc(get_tree().root.get_path_to(targeted_enemy))
aim()
if time_since_firing >= time_between_shots:
time_since_firing -= time_between_shots
shoot()
func shoot() -> void:
for target: EnemyController in target_finder.get_multiple_targets():
networked_spawn_rocket.rpc(get_tree().root.get_path_to(target), multiplayer.get_unique_id())
@rpc("reliable", "call_local")
func networked_spawn_rocket(target_node_path: String, peer_id: int) -> void:
var target: EnemyController = get_tree().root.get_node(target_node_path)
var projectile: RocketProjectile = projectile_scene.instantiate() as RocketProjectile
projectile.position = global_position + Vector3.UP
projectile.damage = damage
projectile.target = target
projectile.name = base_name + str(peer_id) + str(projectile_id)
get_tree().root.add_child(projectile)
projectile.apply_central_impulse(Vector3.UP * 3.0)
projectile_id += 1