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