mtd/PCs/Universal/ClassCards/RocketLauncher/rocket_weapon.gd

67 lines
1.7 KiB
GDScript

extends Weapon
class_name RocketWeapon
@export var rocket_scene : PackedScene
@export var target_icon_scene : PackedScene
var rocket_speed = 20.0
var target_max := 3
var targets = []
var target_icons = []
func _ready() -> void:
super._ready()
for x in target_max:
var icon = target_icon_scene.instantiate()
add_child(icon)
icon.set_visible(false)
target_icons.append(icon)
func _process(delta: float) -> void:
super._process(delta)
if !trigger_held or other_cooldown > 0:
return
var target_list = targets.duplicate()
for target in target_list:
if !is_instance_valid(target):
targets.erase(target)
continue
for x in target_icons.size():
if x < targets.size():
target_icons[x].global_position = targets[x].global_position
target_icons[x].set_visible(true)
else:
target_icons[x].set_visible(false)
$TextureRect.set_visible(true)
$TextureRect.texture.region = Rect2(128 * targets.size(), 0, 128, 128)
if targets.size() < target_max and $RayCast3D.is_colliding() and !targets.has($RayCast3D.get_collider()):
targets.append($RayCast3D.get_collider())
func _physics_process(_delta: float) -> void:
pass
func release_trigger():
if trigger_held:
super.release_trigger()
shoot()
func shoot():
if other_cooldown <= 0 and stats != null:
other_cooldown = cooldown
$AnimationPlayer.play("shoot")
for target in targets:
var rocket = rocket_scene.instantiate() as Rocket
rocket.position = $RayCast3D.global_position
rocket.damage = stats.damage
rocket.target = target
get_tree().root.add_child(rocket)
rocket.apply_central_impulse(Vector3.UP * 3.0)
targets.clear()
$TextureRect.set_visible(false)
for icon in target_icons:
icon.set_visible(false)