39 lines
1.3 KiB
GDScript
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
|