81 lines
2.0 KiB
GDScript
81 lines
2.0 KiB
GDScript
class_name Tower extends Node3D
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@export var stats: CardText
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@export var target_finder: TargetFinder
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@export var animator: AnimationPlayer
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@export var pitch_model: MeshInstance3D
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@export var yaw_model: MeshInstance3D
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@export var range_indicator: CSGSphere3D
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@export var audio_player: AudioStreamPlayer3D
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var owner_id: int
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var damage_particle_scene: PackedScene = preload("res://Scenes/damage_particle.tscn")
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var base_name: String
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#var targeted_enemy: EnemyController
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var time_since_firing: float = 0.0
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var time_between_shots: float = 0.0
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var damage: float = 0.0
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var target_range: float = 0.0
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func _ready() -> void:
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time_between_shots = stats.get_attribute("Fire Delay")
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damage = stats.get_attribute("Damage")
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target_range = stats.get_attribute("Range")
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range_indicator.radius = target_range
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func preview_range(value: bool) -> void:
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range_indicator.set_visible(value)
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func _process(delta: float) -> void:
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if !is_multiplayer_authority():
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return
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if time_since_firing < time_between_shots:
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time_since_firing += delta
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func _physics_process(_delta: float) -> void:
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if !is_multiplayer_authority():
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#only doing the graphical sort of stuff but not shoot logic
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if target_finder.get_target():
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aim()
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return
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if target_finder.get_target():
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aim()
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if time_since_firing >= time_between_shots:
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time_since_firing -= time_between_shots
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shoot()
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func aim() -> void:
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yaw_model.look_at(target_finder.get_target().global_position)
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pitch_model.look_at(target_finder.get_target().global_position)
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pitch_model.rotation.x = 0.0
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func shoot() -> void:
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animator.play("shoot")
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audio_player.play()
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if is_multiplayer_authority():
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networked_shoot.rpc()
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func spawn_damage_indicator(pos: Vector3) -> void:
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if damage > 0:
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var marker: Sprite3D = damage_particle_scene.instantiate()
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get_tree().root.add_child(marker)
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marker.set_number(damage)
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marker.position = pos
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@rpc("reliable")
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func networked_shoot() -> void:
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shoot()
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#@rpc("reliable")
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#func networked_acquire_target(target_node_path: String) -> void:
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#targeted_enemy = get_tree().root.get_node(target_node_path)
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