fix(projectile): Bug when projectile was already in next target hitbox

This commit is contained in:
Varylios 2025-09-15 19:45:59 +02:00
parent e83d1d9f9b
commit eabe566aca
4 changed files with 28 additions and 14 deletions

View file

@ -1,6 +1,6 @@
extends Sprite3D
var impact : GPUParticles3D = preload("res://Towers/Projectiles/ImpactPierre.tscn").instantiate()
var impact : GPUParticles3D = preload("res://Projectiles/Draft/ImpactPierre.tscn").instantiate()
func _ready() -> void:
$SFXCreate.play()

View file

@ -27,6 +27,7 @@ var amount : float
var target : PhysicsBody3D
var vectorTarget : Vector3
var bodiesInRange : Array[Node3D]
var collidingBodies : Array[Node3D]
var affectedTarget : Array[Node3D]
@ -36,8 +37,10 @@ func _physics_process(_delta: float) -> void:
maxTargets = 0 # Ensure queue free in next if
if shouldQueueFree():
queue_free()
return
return queue_free()
if not collidingBodies.is_empty() && collidingBodies.has(target):
return onBodyCollideWithProjectile(target)
var globalPos : Vector3 = vectorTarget if vectorTarget else target.global_position
if target:
@ -67,6 +70,9 @@ func onBodyEnteredDamageArea(body: Node3D) -> void:
func onBodyCollideWithProjectile(body: Node3D) -> void:
if not collidingBodies.has(body):
collidingBodies.push_back(body)
if mode != MODE.LOCATION && (body == target || type == TYPE.PIERCING) && targetable(body):
addBodyInRange(body, true)
resolveContact()
@ -75,12 +81,14 @@ func onBodyCollideWithProjectile(body: Node3D) -> void:
func addBodyInRange(body: Node3D, pushFront: bool = false) -> void:
var idx : int = bodiesInRange.find(body)
if pushFront:
if idx != -1:
bodiesInRange.remove_at(idx)
if idx == -1:
if pushFront:
bodiesInRange.push_front(body)
else:
bodiesInRange.push_back(body)
elif pushFront && idx != 0:
bodiesInRange.remove_at(idx)
bodiesInRange.push_front(body)
elif idx == -1:
bodiesInRange.push_back(body)
func targetable(body: Node3D) -> bool:
@ -95,16 +103,17 @@ func resolveContact() -> void:
match type:
TYPE.AOE:
for _body in bodiesInRange:
if is_instance_valid(_body):
resolveEffect(_body)
for bodyInRange in bodiesInRange:
if is_instance_valid(bodyInRange):
resolveEffect(bodyInRange, false)
TYPE.BOUNCING:
target = null if bodiesInRange.is_empty() else bodiesInRange[0]
func resolveEffect(body : Node3D) -> void:
bodiesInRange.erase(body)
func resolveEffect(body : Node3D, erase : bool = true) -> void:
if erase:
bodiesInRange.erase(body)
if affectedTarget.has(body) || body is GameTile:
return
@ -121,6 +130,10 @@ func removeTarget(body: Node3D) -> void:
bodiesInRange.erase(body)
func removeCollidingBody(body: Node3D) -> void:
collidingBodies.erase(body)
func shoot(_target: Node3D, globalPos: Vector3) -> void:
target = _target

View file

@ -16,5 +16,5 @@ collision_mask = 2
[node name="DamageArea" parent="." index="3"]
collision_mask = 2
[node name="Node" type="CollisionShape3D" parent="DamageArea" index="0"]
[node name="BoucingRange" type="CollisionShape3D" parent="DamageArea" index="0"]
shape = SubResource("SphereShape3D_k24mn")

View file

@ -35,5 +35,6 @@ collision_layer = 0
collision_mask = 0
[connection signal="body_entered" from="HitBox" to="." method="onBodyCollideWithProjectile" flags=3]
[connection signal="body_exited" from="HitBox" to="." method="removeCollidingBody"]
[connection signal="body_entered" from="DamageArea" to="." method="onBodyEnteredDamageArea"]
[connection signal="body_exited" from="DamageArea" to="." method="removeTarget"]