add hitting projectile function

This commit is contained in:
2025-02-18 02:49:46 +10:00
parent cd7bc7a82f
commit 80b7881cc6
5 changed files with 25 additions and 11 deletions

View File

@@ -12,6 +12,7 @@ func _ready() -> void:
_debug_collision_shapes.init(get_children(), self, _collision_debug_material)
Debugger.add_event("attacked")
attacked.connect(func() -> void: Debugger.event_emitted("attacked", []))
body_entered.connect(_on_body_entered)
func _unhandled_input(event: InputEvent) -> void:
@@ -21,3 +22,12 @@ func _unhandled_input(event: InputEvent) -> void:
func _attack() -> void:
attacked.emit()
func _hit_projectile(projectile: Projectile) -> void:
projectile.queue_free()
func _on_body_entered(node: Node3D) -> void:
if node is Projectile:
_hit_projectile(node as Projectile)

View File

@@ -1,5 +1,5 @@
class_name Projectile
extends Area3D
extends AnimatableBody3D
@export var _collision_debug_material: Material
@@ -18,7 +18,7 @@ func _ready() -> void:
global_position = _start_position
func _process(delta: float) -> void:
func _physics_process(delta: float) -> void:
if _life_timer <= 0:
queue_free()
@@ -30,3 +30,7 @@ func init(velocity: Vector3, start_position: Vector3, lifetime: float = 10) -> v
_velocity = velocity
_start_position = start_position
_lifetime = lifetime
func set_velocity(velocity: Vector3) -> void:
_velocity = velocity