generated from krampus/template-godot4
77 lines
1.9 KiB
GDScript
77 lines
1.9 KiB
GDScript
class_name WideSpray extends Spray
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## Wide spray pattern
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const SPRAYCAST_GROUP := "SprayCast"
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@export var spray_scale := 1.0
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# NOTE: this is damage _per spray_, so multiply by up to 7 damage per frame depending on spread.
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@export var damage := 0.015
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var _horizontal := true
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var _busy := false
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@onready var spray_casts: Node3D = %SprayCasts
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@onready var animation_player: AnimationPlayer = %AnimationPlayer
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@onready var spray_sfx: SpraySFX = %SpraySFX
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func switch_mode() -> void:
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if not _busy:
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if _horizontal:
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animation_player.play("rotate")
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else:
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animation_player.play_backwards("rotate")
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_horizontal = not _horizontal
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_busy = true
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else:
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# TODO: bonk
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pass
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func _fire() -> void:
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if _busy:
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idle()
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else:
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super._fire()
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func _spray() -> void:
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var prev_target: Gunkable = null
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var prev_point: Vector3
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var prev_normal: Vector3
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for laser: LaserCast in spray_casts.get_children():
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if laser.is_colliding():
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spray_sfx.activate()
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spray_sfx.set_angle_from_normal(laser.get_collision_normal())
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var collider := laser.get_collider()
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var gunk_component := Gunkable.get_component(collider)
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if gunk_component:
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var point := laser.get_collision_point()
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var normal := laser.get_collision_normal()
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# Always paint at least a dot, to cap the ends of the line
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gunk_component.paint_dot(point, normal, spray_scale)
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if gunk_component == prev_target:
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# Continue the multiline if possible
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gunk_component.add_to_multiline(
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prev_point, prev_normal, point, normal, spray_scale * 2
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)
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prev_point = point
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prev_normal = normal
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prev_target = gunk_component
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prev_point = point
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prev_normal = normal
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elif collider is Sprayable:
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(collider as Sprayable).hit(damage)
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func _on_animation_finished(anim_name: StringName) -> void:
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if anim_name == "rotate":
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_busy = false
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func on_equip() -> void:
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Tutorial.manager.activate("game/tutorial/progress/mode_switch")
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