64 lines
1.8 KiB
C#
64 lines
1.8 KiB
C#
using Godot;
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using System;
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public partial class Commander : Sprite2D
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{
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[Signal]
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public delegate void TurnDoneEventHandler();
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public bool _aiming = false;
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public int _health = 10;
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public PackedScene _attackScene = GD.Load<PackedScene>("res://Attack.tscn");
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public Attack _currentAttack;
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public override void _Process(double delta)
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{
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base._Process(delta);
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if (_currentAttack != null)
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{
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if (Input.IsActionJustPressed("leftClick")){
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if (_currentAttack._hovered){
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_aiming = true;
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}
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}
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if (_aiming){
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Vector2 offset = (_currentAttack.GlobalPosition - GetGlobalMousePosition()) * 500;
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if (Input.IsActionJustReleased("leftClick")){
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ShootCurrentAttack(offset);
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}
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}
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if (_currentAttack.Position.Y > GetViewportRect().Size.Y + 50){
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_currentAttack.QueueFree();
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_currentAttack = null;
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EmitSignal(SignalName.TurnDone);
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}
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}
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}
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public void StartTurn()
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{
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if (_currentAttack == null){
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GD.Print("Loading attack");
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_currentAttack = _attackScene.Instantiate<Attack>();
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_currentAttack._commanderOwner = this;
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_currentAttack.GravityScale = 0;
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AddChild(_currentAttack);
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}
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}
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public void TakeDamage(int DAMAGE, Enemy ATTACKER)
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{
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_health -= DAMAGE;
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if (_health <= 0)
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{
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GD.Print("GAME OVER");
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GetTree().Quit();
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}
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}
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public void ShootCurrentAttack(Vector2 FORCE){
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GD.Print("Shooting attack");
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_currentAttack.Shoot(FORCE);
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_aiming = false;
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}
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}
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