Exemple #1
0
    public override void _PhysicsProcess(float delta)
    {
        if (Enabled && IsColliding())
        {
            // Projectile will collide
            if (GetCollider().HasMethod("_onProjectileAreaEntered"))
            {
                ProjectileArea2D collider = (ProjectileArea2D)(GetCollider());

                // Only bullets from different team will cloide
                if (collider.GetTeam() != _sourceTeam.CurrentTeamCode)
                {
                    collider.Explode();
                }
            }
            // shield will collide
            else if (GetCollider().HasMethod("_onShieldAreaEntered"))
            {
                ShieldPhysics shieldPhysics = (ShieldPhysics)GetCollider();
                shieldPhysics.TakeShieldDamage(_damage);
            }
            else
            {
                EmitSignal(nameof(RayDamageSignal), _damage, GetCollisionNormal() * -1, _source, _sourceTeam, GetCollider());
            }
        }
    }
Exemple #2
0
    public override void Initialize(GameWorld gameWorld, Agent agent, WeaponOrder weaponOrder)
    {
        _shieldPhysics = (ShieldPhysics)((PackedScene)GD.Load("res://weapons/ShieldPhysics.tscn")).Instance();
        gameWorld.AddChild(_shieldPhysics);

        _shieldPhysics.Initialize(this);
        _collisionShape2D = (CollisionShape2D)_shieldPhysics.GetNode("CollisionShape2D");

        base.Initialize(gameWorld, agent, weaponOrder);
    }
Exemple #3
0
    public override void _PhysicsProcess(float delta)
    {
        Vector2 castPoint = CastTo;

        ForceRaycastUpdate();

        particles2Dcollision.Emitting = IsColliding();

        if (IsColliding())
        {
            _audioManager.playSoundEffect(_musicHitClip);

            castPoint = ToLocal(GetCollisionPoint());
            particles2Dcollision.GlobalRotation = GetCollisionNormal().Angle();
            particles2Dcollision.Position       = castPoint;

            // Projectile will collide
            if (GetCollider().HasMethod("_onProjectileAreaEntered"))
            {
                ProjectileArea2D collider = (ProjectileArea2D)(GetCollider());

                // Only bullets from different team will cloide
                if (collider.GetTeam() != _sourceTeam.CurrentTeamCode)
                {
                    collider.Explode();
                }
            }
            // shield will collide
            else if (GetCollider().HasMethod("_onShieldAreaEntered"))
            {
                ShieldPhysics shieldPhysics = (ShieldPhysics)GetCollider();
                shieldPhysics.TakeShieldDamage(Damage);
            }
            else
            {
                EmitSignal(nameof(RayDamageSignal), Damage, GetCollisionNormal() * -1, _sourceAgent, _sourceTeam, GetCollider());
            }
        }

        // Workaround to update points, as the Line2D points are not updatable
        Vector2[] newPoints = { new Vector2(0, 0), new Vector2(castPoint) };
        line2DLaser.Points = newPoints;

        particles2DBeam.Position = castPoint * 0.5f;
        particles2DBeam.ProcessMaterial.Set("emission_box_extents", new Vector3(castPoint.x, 5.0f, 0.0f));
    }