| 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() | |