Improved skill casting
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parent
a374acc4f0
commit
fd47c5a433
@ -31,7 +31,7 @@ func handle_packet(data: PackedByteArray):
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controller.direction_changed.emit(Vector3(direction_x, 0, direction_z))
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controller.direction_changed.emit(Vector3(direction_x, 0, direction_z))
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func _physics_process(_delta):
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func _physics_process(_delta):
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if Global.player == null:
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if !Global.player:
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return
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return
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if Global.player.position == last_sent_position:
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if Global.player.position == last_sent_position:
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@ -1,13 +1,19 @@
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class_name Player
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class_name Player
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extends Character
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extends Character
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signal name_changed(new_name: String)
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## Player ID
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var id: String
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var id: String
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## Components
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var movement: MovementComponent
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var movement: MovementComponent
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var state: StateComponent
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func _enter_tree():
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func _enter_tree():
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movement = get_node("Movement")
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movement = $Movement
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state = $State
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## Name
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signal name_changed(new_name: String)
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func set_player_name(new_name: String):
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func set_player_name(new_name: String):
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name = new_name
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name = new_name
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@ -3,14 +3,19 @@ extends Node
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@export var skills: Array[Skill]
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@export var skills: Array[Skill]
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var character: Character
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func _ready():
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func _ready():
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var character := owner as Character
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character = owner
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character.controller.used_skill.connect(use_skill)
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character.controller.used_skill.connect(use_skill)
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func use_skill(slot: int):
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func use_skill(slot: int):
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if slot < 0 || slot >= skills.size():
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if slot < 0 || slot >= skills.size():
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return
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return
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if character.state.current == StateComponent.State.Skill:
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return
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var skill := skills[slot]
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var skill := skills[slot]
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if !skill:
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if !skill:
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