2021-09-08 18:36:41 +02:00
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extends Entity
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class_name GenericProjectile
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2021-10-10 15:51:46 +02:00
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export var bullet_speed: float = 1
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export var bullet_damage: float = 15
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2021-09-08 18:36:41 +02:00
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2021-10-10 15:51:46 +02:00
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export var lifetime: float = 0
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export var fx_explode: PackedScene
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var current_fx_explode: Particles
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export var proximity_collision_area_path: NodePath
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onready var proximity_collision_area: Area = get_node(proximity_collision_area_path)
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var lifetime_timer = 0
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2021-09-08 18:36:41 +02:00
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2021-09-22 18:04:03 +02:00
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func _init():
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gravity_scale = 0
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enum WeaponProperties {
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HOMING = 0x00000001,
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BOUNCE = 0x00000002,
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PROXIMITY = 0x00000004,
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AREA_HURT = 0x00000008,
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TRIGGER_OBJECT = 0x00000010,
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TRIGGER_GROUND = 0x00000020,
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TRIGGER_TIMEOUT = 0x00000040,
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EXPLODE = 0x00000080,
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DO_ORIENTATION = 0x00000100,
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COLLIDE_GROUND = 0x00000200,
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GROUND_RIPPLE = 0x00000400,
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DEFLECTABLE = 0x00000800,
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SHOOTABLE = 0x00001000,
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FIRST_FIRE_DELAY = 0x00002000,
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FLARE = 0x00004000,
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INCENDIARY = 0x00008000,
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EMP = 0x00010000,
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}
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2021-09-08 18:36:41 +02:00
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var from: Transform
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var to: Vector3 = Vector3.ZERO
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2021-09-22 18:04:03 +02:00
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export(int, FLAGS) var properties
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2021-09-08 18:36:41 +02:00
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func _physics_process(delta):
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2021-10-10 15:51:46 +02:00
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if lifetime != 0:
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lifetime_timer += delta
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if lifetime_timer >= lifetime:
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2021-09-08 18:36:41 +02:00
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queue_free()
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func create(_from: Transform, _to: Vector3, exclude_collisions: Array):
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from = _from
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to = _to
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global_transform = from
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for object in exclude_collisions:
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add_collision_exception_with(object)
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2021-10-10 15:51:46 +02:00
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add_central_force((to - from.origin).normalized() * bullet_speed)
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func body_entered(body: Node):
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if properties & WeaponProperties.TRIGGER_GROUND and body.is_in_group("world"):
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2021-10-12 23:11:23 +02:00
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print("trigger by body_entered TRIGGER_GROUND")
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2021-10-10 15:51:46 +02:00
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trigger(body)
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if properties & WeaponProperties.TRIGGER_OBJECT and body.is_in_group("objects"):
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2021-10-12 23:11:23 +02:00
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print("trigger by body_entered TRIGGER_OBJECT")
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2021-10-10 15:51:46 +02:00
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trigger(body)
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func proximity_body_entered(body: Node):
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if properties & WeaponProperties.TRIGGER_OBJECT:
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if body.is_in_group("objects"):
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2021-10-12 23:11:23 +02:00
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print("trigger by proximity_body_entered")
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2021-10-10 15:51:46 +02:00
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trigger(body)
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func trigger(body: Node):
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2021-10-12 23:11:23 +02:00
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if properties & WeaponProperties.EXPLODE:
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# create decal
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var decal: MeshInstance = preload("res://effects/explosion_decal.tscn").instance()
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decal.global_transform = global_transform
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decal.scale = Vector3(20, 2, 20)
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get_parent().add_child(decal)
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print("Created decal")
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2021-10-10 15:51:46 +02:00
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if fx_explode:
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var fx: Particles = fx_explode.instance()
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fx.global_transform = global_transform
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fx.emitting = true
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get_parent().add_child(fx)
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current_fx_explode = fx
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visible = false # needed because _process must still destroy the fx
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2021-10-12 23:11:23 +02:00
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sleeping = true
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2021-10-10 15:51:46 +02:00
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else:
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queue_free()
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func _process(delta):
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if current_fx_explode and not current_fx_explode.emitting:
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current_fx_explode.queue_free()
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queue_free()
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