159 lines
3.9 KiB
GDScript
159 lines
3.9 KiB
GDScript
@tool
|
|
extends StaticBody3D
|
|
class_name Tower
|
|
|
|
|
|
signal energy_changed
|
|
signal changed
|
|
|
|
|
|
# DANGER "NONE" Should always be first
|
|
enum TYPE { NONE, PIERRE, ALINE, MAXENCE, VICTORIA, EVAN, ALEX, GERALDINE }
|
|
|
|
var projectileScene : PackedScene = preload("res://Towers/Projectiles/projectile.tscn")
|
|
|
|
@export var tower_name : String = "None"
|
|
@export var type : TYPE
|
|
@export_group("Base data")
|
|
@export var icone : Texture2D
|
|
@export var bio : String
|
|
@export var price : int = 100
|
|
|
|
@export_group("Attack")
|
|
@export var projectileRessource : ProjectileResource
|
|
@export var towerRange : Shape3D
|
|
@export var action_cooldown : float = 1.5:
|
|
set(value):
|
|
action_cooldown = clamp(value, 0.3, 999)
|
|
|
|
@export_group("Energy")
|
|
@export var max_energy : float = 100.0 :
|
|
set(value):
|
|
var diff : int = value - max_energy
|
|
max_energy = value
|
|
if not Engine.is_editor_hint() && is_node_ready():
|
|
energy += diff
|
|
energyBar.max_value = max_energy
|
|
changed.emit()
|
|
@export var energy_regen : float = 10.0
|
|
@export var energy_cost : float = 50.0
|
|
|
|
@export_group("Button")
|
|
@export var buttonTooltip : String
|
|
|
|
|
|
@onready var energyBar : ProgressBar = $EnergyBar3D/SubViewport/EnergyBar2D
|
|
@onready var sprite : Sprite3D = $Sprite3D
|
|
@onready var energyRecoveryCooldown : Timer = $EnergyRecoveryCooldown
|
|
|
|
|
|
var energy : float :
|
|
set(value):
|
|
energyBar.value = value
|
|
energy = clampf(value, 0.0, max_energy)
|
|
is_exhausted = energy < energy_cost
|
|
energy_changed.emit()
|
|
|
|
var availableTargets : Array[Enemy]
|
|
var target : Enemy
|
|
var is_exhausted : bool = false
|
|
var is_rest : bool :
|
|
get(): return not energyRecoveryCooldown.is_stopped()
|
|
var builded : bool = false
|
|
|
|
|
|
@export_category("Upgrades")
|
|
@export var upgrades : Array[TowerUpgrade] :
|
|
set(value):
|
|
upgrades = EnhancedResource.arrayValueChanged(value, TowerUpgrade.new)
|
|
|
|
|
|
func _ready() -> void:
|
|
energy = max_energy
|
|
# WARNING : Prevent .tscn file to be modified by the load of the scene in editor
|
|
if not Engine.is_editor_hint():
|
|
energyRecoveryCooldown.timeout.connect(func(): energy += energy_regen + Game.energy_boost)
|
|
collision_layer = 0
|
|
collision_mask = 0
|
|
$PriceTag.text = str(price) + " €"
|
|
$Range/Range.shape = towerRange
|
|
|
|
|
|
func _process(_delta: float) -> void:
|
|
if visible && $AttackCooldown.is_stopped() && builded && is_instance_valid(target):
|
|
shoot()
|
|
|
|
|
|
func get_available_upgrades() -> Array[TowerUpgrade]:
|
|
return upgrades.filter(func(u: TowerUpgrade): u.isLevelMax)
|
|
|
|
|
|
func shoot() -> void:
|
|
energy -= energy_cost
|
|
var projectile : Projectile = projectileScene.instantiate()
|
|
projectile.loadProjectile(projectileRessource, target)
|
|
EventBus.projectile_shooted.emit(projectile, $Aim.global_position)
|
|
$AttackCooldown.start(action_cooldown)
|
|
|
|
|
|
func resting() -> void:
|
|
visible = false
|
|
collision_layer = 0
|
|
collision_mask = 0
|
|
|
|
if builded:
|
|
toggleConnection(false)
|
|
energyRecoveryCooldown.start()
|
|
|
|
|
|
func in_action() -> void:
|
|
visible = true
|
|
|
|
if builded:
|
|
toggleConnection(true)
|
|
collision_layer = 0b100
|
|
collision_mask = 0b100
|
|
energyRecoveryCooldown.stop()
|
|
|
|
|
|
func choose_target() -> void:
|
|
target = null
|
|
for enemy in availableTargets:
|
|
if not target || enemy.path.progress > target.path.progress:
|
|
target = enemy
|
|
|
|
|
|
func build() -> bool:
|
|
if builded || not Game.spendMoney(price):
|
|
return false
|
|
|
|
sprite.modulate = "ffffffff"
|
|
$EnergyBar3D.visible = true
|
|
builded = true
|
|
$PriceTag.visible = false
|
|
changed.emit()
|
|
return true
|
|
|
|
|
|
func onBodyEntered(body: Node3D) -> void:
|
|
if body is Enemy:
|
|
availableTargets.append(body)
|
|
choose_target()
|
|
|
|
|
|
func onBodyExited(body: Node3D) -> void:
|
|
if body is Enemy:
|
|
availableTargets.erase(body)
|
|
choose_target()
|
|
|
|
|
|
func toggleConnection(activate : bool) -> void:
|
|
if activate && not $Range.body_entered.is_connected(onBodyEntered):
|
|
$Range.body_entered.connect(onBodyEntered)
|
|
$Range.body_exited.connect(onBodyExited)
|
|
else:
|
|
if $Range.body_entered.is_connected(onBodyEntered):
|
|
$Range.body_entered.disconnect(onBodyEntered)
|
|
$Range.body_exited.disconnect(onBodyExited)
|
|
availableTargets.clear()
|
|
target = null
|