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extends Node3D |
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class_name Projectile |
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@export var speed = 40 |
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@export var damage = 10 |
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var velocity = Vector3.ZERO |
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var shooter = null |
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var ProjectileImpact = preload("res://projectile_impact.tscn") |
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var team_materials = { |
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0: preload("res://projectile_mat_green_team.tres"), |
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1: preload("res://projectile_mat_red_team.tres"), |
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} |
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func set_team(value): |
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if value != -1: |
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$MeshInstance3d.set_surface_override_material(0, team_materials[value]) |
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func _physics_process(delta): |
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#look_at(transform.origin + velocity.normalized(), Vector3.UP) |
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transform.origin += velocity * delta |
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func _on_timer_timeout(): |
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queue_free() |
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func _on_projectile_area_entered(area): |
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if area is PlayerHitBox and shooter != null: |
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shooter.hit_player(area._player) |
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# create a cool animation |
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#explode() |
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queue_free() |
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func _on_body_entered(_body): |
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#explode() |
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queue_free() |
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func explode(): |
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print("explode") |
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var proj_impact = ProjectileImpact.instantiate() |
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shooter.add_child(proj_impact) |
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proj_impact.global_position = global_position |
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proj_impact.set_as_top_level(true) |
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func _on_area_shape_entered(_area_rid, _area, _area_shape_index, _local_shape_index): |
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queue_free() |
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