✨ Better bullet
This commit is contained in:
parent
3fa89145b4
commit
cf6b4b0273
@ -6,16 +6,16 @@
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_5wmf4"]
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size = Vector2(51.2, 51.2)
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[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_r3565"]
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[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_ccaja"]
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properties/0/path = NodePath(".:position")
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properties/0/spawn = true
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properties/0/replication_mode = 0
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properties/1/path = NodePath(".:DecayProgress")
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properties/0/replication_mode = 1
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properties/1/path = NodePath(".:PlayerId")
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properties/1/spawn = true
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properties/1/replication_mode = 0
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properties/2/path = NodePath(".:MaxDecayProgress")
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properties/1/replication_mode = 1
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properties/2/path = NodePath(".:DecayProgress")
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properties/2/spawn = true
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properties/2/replication_mode = 0
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properties/2/replication_mode = 1
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[node name="Brick" type="StaticBody2D"]
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script = ExtResource("1_u0jqj")
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@ -33,4 +33,4 @@ wait_time = 0.1
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autostart = true
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[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="."]
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replication_config = SubResource("SceneReplicationConfig_r3565")
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replication_config = SubResource("SceneReplicationConfig_ccaja")
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@ -115,6 +115,10 @@ one_shot = true
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wait_time = 0.05
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one_shot = true
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[node name="WeaponCountdown" type="Timer" parent="."]
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wait_time = 0.1
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one_shot = true
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[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="."]
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replication_config = SubResource("SceneReplicationConfig_bekoo")
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@ -38,6 +38,7 @@ text = "Health 100/100"
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custom_minimum_size = Vector2(2.08165e-12, 16)
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layout_mode = 2
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size_flags_horizontal = 3
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max_value = 1.0
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rounded = true
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allow_greater = true
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allow_lesser = true
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@ -56,6 +57,7 @@ horizontal_alignment = 1
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custom_minimum_size = Vector2(2.08165e-12, 16)
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layout_mode = 2
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size_flags_horizontal = 3
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max_value = 1.0
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rounded = true
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allow_greater = true
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allow_lesser = true
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@ -7,6 +7,8 @@ public partial class Brick : StaticBody2D
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[Export] public int MaxDecayProgress = 50;
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[Export] public int DecayProgress;
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[Export] public int PlayerId;
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public override void _Ready()
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{
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DecayProgress = MaxDecayProgress;
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@ -15,14 +17,14 @@ public partial class Brick : StaticBody2D
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{
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DecayProgress--;
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if (DecayProgress > 0) return;
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GetNode<Timer>("DecayTimer").Stop();
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QueueFree();
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};
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}
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public override void _Process(double delta)
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{
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if(DecayProgress <= 0) QueueFree();
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var sprite = GetNode<Sprite2D>("Sprite2D");
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sprite.SelfModulate = new Color(sprite.SelfModulate, (float)DecayProgress / MaxDecayProgress);
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}
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@ -23,6 +23,12 @@ public partial class Bullet : Area2D
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player.TakeDamage(Damage);
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}
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if (body is Brick brick)
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{
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if (brick.PlayerId == PlayerId) return;
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brick.DecayProgress--;
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}
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QueueFree();
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};
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}
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@ -42,7 +42,7 @@ public partial class PlayerInput : MultiplayerSynchronizer
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if (Input.IsActionJustPressed("move_dash"))
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Rpc(nameof(Dash));
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if (Input.IsActionJustPressed("weapon_shoot"))
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if (Input.IsActionPressed("weapon_shoot"))
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Rpc(nameof(Shoot));
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if (Input.IsActionJustPressed("weapon_reload"))
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Rpc(nameof(Reload));
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@ -6,195 +6,205 @@ namespace AceField.Scripts;
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public partial class Player : CharacterBody2D
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{
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private int _currentPlayerId = 1;
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private int _currentPlayerId = 1;
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[Export] public float MaxSpeed = 400f;
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[Export] public float Acceleration = 500f;
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[Export] public float Deceleration = 500f;
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[Export] public float RotationSpeed = 5f;
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[Export] public float MaxSpeed = 400f;
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[Export] public float Acceleration = 500f;
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[Export] public float Deceleration = 500f;
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[Export] public float RotationSpeed = 5f;
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[Export] public int Reach = 5;
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[Export] public int Reach = 5;
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[Export] public double Health = 100;
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[Export] public double MaxHealth = 100;
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[Export] public double ActionPoints = 20;
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[Export] public double MaxActionPoints = 20;
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[Export] public int AmmoAmount = 30;
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[Export] public int MaxAmmoAmount = 30;
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[Export] public double Health = 100;
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[Export] public double MaxHealth = 100;
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[Export] public double ActionPoints = 20;
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[Export] public double MaxActionPoints = 20;
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[Export] public int AmmoAmount = 30;
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[Export] public int MaxAmmoAmount = 30;
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[Export] public Camera2D PlayerCamera;
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[Export] public PlayerInput PlayerInput;
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[Export] public Camera2D PlayerCamera;
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[Export] public PlayerInput PlayerInput;
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[Export] public float PlayerDashAcceleration = 2f;
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[Export] public float PlayerDashAcceleration = 2f;
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[Export] public PackedScene BulletScene;
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[Export] public PackedScene TileScene;
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[Export] public PackedScene BulletScene;
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[Export] public PackedScene TileScene;
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[Export] public float TileSize;
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[Export] public float TileSize;
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[Export] public string PlayerName;
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[Export] public string PlayerName;
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[Export]
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public int PlayerId
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{
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get => _currentPlayerId;
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set
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{
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_currentPlayerId = value;
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PlayerInput.SetMultiplayerAuthority(value);
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}
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}
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[Export]
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public int PlayerId
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{
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get => _currentPlayerId;
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set
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{
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_currentPlayerId = value;
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PlayerInput.SetMultiplayerAuthority(value);
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}
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}
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public bool IsCurrentPlayer => _currentPlayerId == Multiplayer.GetUniqueId();
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public bool IsCurrentPlayer => _currentPlayerId == Multiplayer.GetUniqueId();
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public bool IsReloading
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=> !GetNode<Timer>("ReloadTimer").IsStopped();
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public bool IsReloading
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=> !GetNode<Timer>("ReloadTimer").IsStopped();
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public double TimeRemainingOfReload
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=> GetNode<Timer>("ReloadTimer").TimeLeft;
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public double TimeRemainingOfReload
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=> GetNode<Timer>("ReloadTimer").TimeLeft;
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public override void _Ready()
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{
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Health = MaxHealth;
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ActionPoints = MaxActionPoints;
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public override void _Ready()
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{
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Health = MaxHealth;
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ActionPoints = MaxActionPoints;
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if (PlayerId == Multiplayer.GetUniqueId())
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PlayerCamera.Enabled = true;
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if (PlayerId == Multiplayer.GetUniqueId())
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PlayerCamera.Enabled = true;
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PlayerName ??= $"Player#{PlayerId}";
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GetNode<Label>("Overlay/NameTag").Text = PlayerName;
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PlayerName ??= $"Player#{PlayerId}";
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GetNode<Label>("Overlay/NameTag").Text = PlayerName;
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GetNode<ProgressBar>("Overlay/HealthBar").Value = Health / MaxHealth * 100;
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GetNode<ProgressBar>("Overlay/HealthBar").Value = Health / MaxHealth * 100;
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GetNode<Timer>("ReloadTimer").Timeout += () =>
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{
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AmmoAmount = MaxAmmoAmount;
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PlayerInput.IsReloading = false;
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};
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}
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GetNode<Timer>("ReloadTimer").Timeout += () =>
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{
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AmmoAmount = MaxAmmoAmount;
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PlayerInput.IsReloading = false;
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};
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}
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public override void _Process(double delta)
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{
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if (PlayerInput.IsShooting)
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{
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PlayerInput.IsShooting = false;
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public override void _Process(double delta)
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{
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if (PlayerInput.IsShooting)
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{
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PlayerInput.IsShooting = false;
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var name = GD.Randi();
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Rpc(nameof(Shoot), name.ToString());
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}
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var timer = GetNode<Timer>("WeaponCountdown");
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if (PlayerInput.IsReloading)
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{
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if (AmmoAmount == MaxAmmoAmount)
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{
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PlayerInput.IsReloading = false;
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}
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else
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{
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var timer = GetNode<Timer>("ReloadTimer");
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if (timer.IsStopped())
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{
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AmmoAmount = 0;
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timer.Start();
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}
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}
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}
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if (timer.IsStopped())
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{
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var name = GD.Randi();
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Shoot(name.ToString());
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timer.Start();
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}
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}
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if (PlayerInput.IsBuilding)
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{
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PlayerInput.IsBuilding = false;
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if (PlayerInput.IsReloading)
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{
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if (AmmoAmount == MaxAmmoAmount)
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{
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PlayerInput.IsReloading = false;
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}
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else
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{
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var timer = GetNode<Timer>("ReloadTimer");
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if (timer.IsStopped())
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{
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AmmoAmount = 0;
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timer.Start();
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}
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}
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}
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var target = GetGlobalMousePosition();
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var distance = Position.DistanceTo(target);
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if (distance <= Reach * TileSize)
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{
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var name = GD.Randi();
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if (GetParent<World>().GetTileByPosition<Node2D>(target) == null)
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Rpc(nameof(AddTile), target, PlayerId, name.ToString());
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}
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}
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}
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if (PlayerInput.IsBuilding)
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{
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PlayerInput.IsBuilding = false;
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public override void _PhysicsProcess(double delta)
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{
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var input = PlayerInput.MovementDirection;
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var target = GetGlobalMousePosition();
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var distance = Position.DistanceTo(target);
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if (distance <= Reach * TileSize)
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{
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var name = GD.Randi();
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if (GetParent<World>().GetTileByPosition<Node2D>(target) == null)
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Rpc(nameof(AddTile), target, PlayerId, name.ToString());
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}
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}
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}
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if (input != Vector2.Zero)
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{
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input = input.Normalized();
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Velocity = Velocity.MoveToward(input * MaxSpeed, Acceleration * (float)delta);
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public override void _PhysicsProcess(double delta)
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{
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var input = PlayerInput.MovementDirection;
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var centre = GetNode<Node2D>("RotationCentre");
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var finalRotation = input.Angle() + Mathf.Pi / 2;
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centre.Rotation = Mathf.LerpAngle(centre.Rotation, finalRotation, RotationSpeed * (float)delta);
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}
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else
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{
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Velocity = Velocity.MoveToward(Vector2.Zero, Deceleration * (float)delta);
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}
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if (input != Vector2.Zero)
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{
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input = input.Normalized();
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Velocity = Velocity.MoveToward(input * MaxSpeed, Acceleration * (float)delta);
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var dashCountdown = GetNode<Timer>("DashCountdown");
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if (PlayerInput.IsDashing && dashCountdown.IsStopped() && ActionPoints > 0)
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{
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PlayerInput.IsDashing = false;
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Velocity *= PlayerDashAcceleration;
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ActionPoints--;
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dashCountdown.Start();
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}
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var centre = GetNode<Node2D>("RotationCentre");
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var finalRotation = input.Angle() + Mathf.Pi / 2;
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centre.Rotation = Mathf.LerpAngle(centre.Rotation, finalRotation, RotationSpeed * (float)delta);
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}
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else
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{
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Velocity = Velocity.MoveToward(Vector2.Zero, Deceleration * (float)delta);
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}
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Position += Velocity * (float)delta;
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MoveAndSlide();
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}
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var dashCountdown = GetNode<Timer>("DashCountdown");
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if (PlayerInput.IsDashing && dashCountdown.IsStopped() && ActionPoints > 0)
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{
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PlayerInput.IsDashing = false;
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Velocity *= PlayerDashAcceleration;
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ActionPoints--;
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dashCountdown.Start();
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}
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public void TakeDamage(double damage)
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{
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Rpc(nameof(GotDamage), damage);
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}
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if (IsReloading)
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{
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Velocity *= 0.8f;
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}
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[Rpc(MultiplayerApi.RpcMode.AnyPeer, CallLocal = true)]
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private void Shoot(string name)
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{
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if (AmmoAmount <= 0) return;
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Position += Velocity * (float)delta;
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MoveAndSlide();
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}
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var marker = GetNode<Marker2D>("RotationCentre/Muzzle");
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var projectile = BulletScene.Instantiate<Bullet>();
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projectile.Name = $"Bullet@{name}";
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projectile.Transform = marker.GlobalTransform;
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projectile.PlayerId = PlayerId;
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public void TakeDamage(double damage)
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{
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Rpc(nameof(GotDamage), damage);
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}
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GetParent().AddChild(projectile);
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AmmoAmount--;
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}
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private void Shoot(string name)
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{
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if (AmmoAmount <= 0) return;
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[Rpc(MultiplayerApi.RpcMode.AnyPeer, CallLocal = true)]
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public void AddTile(Vector2 pos, int playerId, string name)
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{
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var tiles = GetParent<World>();
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var tileVec = new Vector2(50, 50);
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var instance = TileScene.Instantiate<Node2D>();
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instance.SetMultiplayerAuthority(playerId);
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instance.Name = $"Brick@{name}";
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instance.Position = pos.Snapped(tileVec);
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tiles.AddChild(instance);
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}
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var marker = GetNode<Marker2D>("RotationCentre/Muzzle");
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var projectile = BulletScene.Instantiate<Bullet>();
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projectile.Name = $"Bullet@{name}";
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projectile.Transform = marker.GlobalTransform;
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projectile.PlayerId = PlayerId;
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[Rpc(MultiplayerApi.RpcMode.AnyPeer, CallLocal = true)]
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private void GotDamage(double damage)
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{
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var protection = GetNode<Timer>("ProtectionCountdown");
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GetParent().AddChild(projectile);
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AmmoAmount--;
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}
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if (protection.IsStopped())
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{
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Health -= damage;
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[Rpc(MultiplayerApi.RpcMode.AnyPeer, CallLocal = true)]
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public void AddTile(Vector2 pos, int playerId, string name)
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{
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var tiles = GetParent<World>();
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var tileVec = new Vector2(50, 50);
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var instance = TileScene.Instantiate<Brick>();
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instance.Name = $"Brick@{name}";
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instance.Position = pos.Snapped(tileVec);
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instance.PlayerId = playerId;
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tiles.AddChild(instance);
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}
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var tween = CreateTween();
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var bar = GetNode<ProgressBar>("Overlay/HealthBar");
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tween.TweenProperty(bar, "value", Health / MaxHealth * 100, 0.3);
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[Rpc(MultiplayerApi.RpcMode.AnyPeer, CallLocal = true)]
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private void GotDamage(double damage)
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{
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var protection = GetNode<Timer>("ProtectionCountdown");
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protection.Start();
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}
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if (protection.IsStopped())
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{
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Health -= damage;
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var shakableCamera = GetNode<CameraShake>("Camera2D");
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shakableCamera.AddTrauma(0.5f);
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}
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var tween = CreateTween();
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var bar = GetNode<ProgressBar>("Overlay/HealthBar");
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tween.TweenProperty(bar, "value", Health / MaxHealth * 100, 0.3);
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protection.Start();
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}
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var shakableCamera = GetNode<CameraShake>("Camera2D");
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shakableCamera.AddTrauma(0.5f);
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}
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}
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@ -13,7 +13,7 @@ public partial class HUD : Control
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Position = new Vector2(0, 0);
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Size = screenSize;
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GetNode<HBoxContainer>("TopBox").Size = new Vector2(screenSize.X-16*2, 16);
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GetNode<HBoxContainer>("TopBox").Size = new Vector2(screenSize.X - 16 * 2, 16);
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}
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public override void _Process(double delta)
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@ -33,8 +33,9 @@ public partial class HUD : Control
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var ammoBar = GetNode<ProgressBar>("TopBox/AmmoBox/Bar");
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var ammoLabel = GetNode<Label>("TopBox/AmmoBox/Label");
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ammoBar.Value = player.AmmoAmount / player.MaxAmmoAmount * 100;
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if (player.IsReloading) ammoLabel.Text = $"Reloading... {player.TimeRemainingOfReload:F2}";
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else ammoLabel.Text = $"Ammo {player.AmmoAmount}/{player.MaxAmmoAmount}";
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ammoBar.Value = (float)player.AmmoAmount / player.MaxAmmoAmount * 100;
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ammoLabel.Text = player.IsReloading
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? $"Reloading... {player.TimeRemainingOfReload:F2}"
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: $"Ammo {player.AmmoAmount}/{player.MaxAmmoAmount}";
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}
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}
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Reference in New Issue
Block a user