fix(projectile): Bug when projectile was already in next target hitbox
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4 changed files with 28 additions and 14 deletions
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@ -1,6 +1,6 @@
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extends Sprite3D
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var impact : GPUParticles3D = preload("res://Towers/Projectiles/ImpactPierre.tscn").instantiate()
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var impact : GPUParticles3D = preload("res://Projectiles/Draft/ImpactPierre.tscn").instantiate()
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func _ready() -> void:
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$SFXCreate.play()
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@ -27,6 +27,7 @@ var amount : float
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var target : PhysicsBody3D
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var vectorTarget : Vector3
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var bodiesInRange : Array[Node3D]
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var collidingBodies : Array[Node3D]
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var affectedTarget : Array[Node3D]
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@ -36,8 +37,10 @@ func _physics_process(_delta: float) -> void:
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maxTargets = 0 # Ensure queue free in next if
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if shouldQueueFree():
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queue_free()
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return
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return queue_free()
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if not collidingBodies.is_empty() && collidingBodies.has(target):
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return onBodyCollideWithProjectile(target)
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var globalPos : Vector3 = vectorTarget if vectorTarget else target.global_position
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if target:
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@ -67,6 +70,9 @@ func onBodyEnteredDamageArea(body: Node3D) -> void:
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func onBodyCollideWithProjectile(body: Node3D) -> void:
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if not collidingBodies.has(body):
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collidingBodies.push_back(body)
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if mode != MODE.LOCATION && (body == target || type == TYPE.PIERCING) && targetable(body):
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addBodyInRange(body, true)
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resolveContact()
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@ -75,12 +81,14 @@ func onBodyCollideWithProjectile(body: Node3D) -> void:
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func addBodyInRange(body: Node3D, pushFront: bool = false) -> void:
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var idx : int = bodiesInRange.find(body)
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if pushFront:
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if idx != -1:
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bodiesInRange.remove_at(idx)
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if idx == -1:
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if pushFront:
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bodiesInRange.push_front(body)
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else:
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bodiesInRange.push_back(body)
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elif pushFront && idx != 0:
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bodiesInRange.remove_at(idx)
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bodiesInRange.push_front(body)
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elif idx == -1:
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bodiesInRange.push_back(body)
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func targetable(body: Node3D) -> bool:
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@ -95,16 +103,17 @@ func resolveContact() -> void:
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match type:
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TYPE.AOE:
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for _body in bodiesInRange:
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if is_instance_valid(_body):
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resolveEffect(_body)
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for bodyInRange in bodiesInRange:
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if is_instance_valid(bodyInRange):
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resolveEffect(bodyInRange, false)
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TYPE.BOUNCING:
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target = null if bodiesInRange.is_empty() else bodiesInRange[0]
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func resolveEffect(body : Node3D) -> void:
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bodiesInRange.erase(body)
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func resolveEffect(body : Node3D, erase : bool = true) -> void:
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if erase:
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bodiesInRange.erase(body)
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if affectedTarget.has(body) || body is GameTile:
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return
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@ -121,6 +130,10 @@ func removeTarget(body: Node3D) -> void:
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bodiesInRange.erase(body)
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func removeCollidingBody(body: Node3D) -> void:
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collidingBodies.erase(body)
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func shoot(_target: Node3D, globalPos: Vector3) -> void:
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target = _target
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@ -16,5 +16,5 @@ collision_mask = 2
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[node name="DamageArea" parent="." index="3"]
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collision_mask = 2
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[node name="Node" type="CollisionShape3D" parent="DamageArea" index="0"]
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[node name="BoucingRange" type="CollisionShape3D" parent="DamageArea" index="0"]
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shape = SubResource("SphereShape3D_k24mn")
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@ -35,5 +35,6 @@ collision_layer = 0
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collision_mask = 0
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[connection signal="body_entered" from="HitBox" to="." method="onBodyCollideWithProjectile" flags=3]
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[connection signal="body_exited" from="HitBox" to="." method="removeCollidingBody"]
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[connection signal="body_entered" from="DamageArea" to="." method="onBodyEnteredDamageArea"]
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[connection signal="body_exited" from="DamageArea" to="." method="removeTarget"]
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