first version of enitites damageables weapons item and effects workflow
This commit is contained in:
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b90e0369bf
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cb65c3a266
@ -28,6 +28,11 @@ run/main_scene="res://scenes/debug_level.tscn"
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config/features=PackedStringArray("4.3", "Forward Plus")
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config/icon="res://icon.svg"
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[autoload]
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MathUtils="*res://singeltons/MathUtils.gd"
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DamageHandler="*res://singeltons/DamageHandler.gd"
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[display]
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window/size/viewport_width=1920
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@ -1,8 +0,0 @@
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[gd_resource type="Resource" script_class="Character" load_steps=3 format=3 uid="uid://bd1ugbnlm08vv"]
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[ext_resource type="Script" path="res://scripts/resources/Entity/EntityResource.gd" id="1_8yb2m"]
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[ext_resource type="Resource" uid="uid://qcjre5wwbrs3" path="res://resources/PlayerStats.tres" id="2_rc7x1"]
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[resource]
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script = ExtResource("1_8yb2m")
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stats = ExtResource("2_rc7x1")
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@ -1,7 +0,0 @@
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[gd_resource type="Resource" script_class="Health" load_steps=2 format=3 uid="uid://c3gf5mi1u151m"]
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[ext_resource type="Script" path="res://scripts/resources/Stats/Health.gd" id="1_yqlcl"]
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[resource]
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script = ExtResource("1_yqlcl")
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_value = 0
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@ -1,11 +1,11 @@
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[gd_resource type="Resource" script_class="CharacterStats" load_steps=12 format=3 uid="uid://qcjre5wwbrs3"]
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[gd_resource type="Resource" script_class="EntityStats" load_steps=12 format=3 uid="uid://qcjre5wwbrs3"]
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[ext_resource type="Script" path="res://scripts/resources/Stats/Armor.gd" id="1_c7135"]
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[ext_resource type="Script" path="res://scripts/resources/Stats/ArmorStat.gd" id="1_c7135"]
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[ext_resource type="Script" path="res://scripts/resources/Entity/EntityStats.gd" id="1_xti0a"]
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[ext_resource type="Script" path="res://scripts/resources/Stats/Health.gd" id="2_hsnpy"]
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[ext_resource type="Script" path="res://scripts/resources/Stats/MaxHealth.gd" id="3_26tso"]
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[ext_resource type="Script" path="res://scripts/resources/Stats/MovementSpeed.gd" id="4_goc2a"]
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[ext_resource type="Script" path="res://scripts/resources/Stats/Shield.gd" id="6_rncik"]
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[ext_resource type="Script" path="res://scripts/resources/Stats/HealthStat.gd" id="2_hsnpy"]
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[ext_resource type="Script" path="res://scripts/resources/Stats/MaxHealthStat.gd" id="3_26tso"]
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[ext_resource type="Script" path="res://scripts/resources/Stats/MovementSpeedStat.gd" id="4_goc2a"]
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[ext_resource type="Script" path="res://scripts/resources/Stats/ShieldStat.gd" id="6_rncik"]
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[sub_resource type="Resource" id="Resource_vbm44"]
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script = ExtResource("1_c7135")
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@ -1,7 +0,0 @@
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class_name Attachment extends Node3D
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var stats: AttachmentStats
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func init_attachment(stats: AttachmentStats):
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self.stats = stats;
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70
scripts/Entites/Entity.gd
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70
scripts/Entites/Entity.gd
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@ -0,0 +1,70 @@
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class_name Entity extends Node3D
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var stats: EntityStats
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var equipments: Array[Equipment]
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signal died_event(entity: Entity)
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func init_entity(stats: EntityStats):
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self.stats = stats;
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func equip(newEquipment: Equipment)-> void:
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equipments.append(newEquipment)
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func unequip(equipmentToRemove: Equipment)-> void:
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equipments.erase(equipmentToRemove)
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func get_health()->int:
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return stats.health.value
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func get_shield()->int:
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return stats.shield.value
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func reduce_shield(damage: int):
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stats.shield.value -= damage
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if stats.shield.value <= 0:
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stats.shield.value = 0
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func increase_health(additional_health: int):
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stats.health.value += additional_health
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if stats.health.value > get_max_health():
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stats.health.value = get_max_health()
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func reduce_health(damage: int):
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stats.health.value -= damage
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if stats.health.value <= 0:
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died()
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func died():
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died_event.emit(self)
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func get_max_health()->int:
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var max_health = stats.max_health
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for equipment in equipments:
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max_health += equipment.get_max_health()
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return max_health
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func get_armor()->int:
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var armor = stats.armor
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for equipment in equipments:
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armor += equipment.get_armor()
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return armor
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func get_max_Shield()->int:
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var shield = stats.shield
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for equipment in equipments:
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shield += equipment.get_max_shield()
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return shield
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func get_movement_speed()->int:
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var movement_speed = stats.movement_speed
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for equipment in equipments:
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movement_speed += equipment.get_evement_speed()
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return movement_speed
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func get_damage()->int:
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var damage = 0
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for equipment in equipments:
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damage += equipment.get_damage()
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return damage
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19
scripts/Entites/PlayerCharacter.gd
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19
scripts/Entites/PlayerCharacter.gd
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@ -0,0 +1,19 @@
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class_name PlayerCharacter extends Entity
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var mech: Mech
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func init_player_character(stats: EntityStats, mech: Mech):
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init_entity(stats)
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self.mech = mech;
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func get_max_health() -> int:
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return super() + mech.get_max_health()
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func get_armor() -> int:
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return super() + mech.get_armor()
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func get_max_Shield() -> int:
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return super() + mech.get_shield()
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func get_movement_speed() -> int:
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return super() + mech.get_movement_speed()
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@ -1,44 +0,0 @@
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class_name Entity extends Node3D
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var stats: EntityStats
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var equipments: Array[Equipment]
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func init_entity(stats: EntityStats):
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self.stats = stats;
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func equip(newEquipment: Equipment)-> void:
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equipments.append(newEquipment)
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func unequip(equipmentToRemove: Equipment)-> void:
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equipments.erase(equipmentToRemove)
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func get_max_health()->int:
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var max_health = stats.max_health
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for equipment in equipments:
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max_health += equipment
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return max_health
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func get_health()->int:
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return stats.health.value
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func get_armor()->int:
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var armor = stats.armor
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for equipment in equipments:
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armor += equipment.stats.armor
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return armor
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func get_Shield()->int:
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var shield = stats.shield
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for equipment in equipments:
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shield += equipment.stats.shield
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return shield
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func get_movement_speed()->int:
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var movement_speed = stats.movement_speed
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for equipment in equipments:
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movement_speed += equipment.stats.movement_speed
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return movement_speed
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@ -1,7 +0,0 @@
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class_name Equipment extends Node3D
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var stats: EquipmentStats
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func init_equipment(stats: EquipmentStats):
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self.stats = stats;
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16
scripts/Items/Attachment.gd
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16
scripts/Items/Attachment.gd
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@ -0,0 +1,16 @@
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class_name Attachment extends Node3D
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var stats: AttachmentStats
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func init_attachment(stats: AttachmentStats):
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self.stats = stats
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func get_damage()->int:
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return stats.damage.value
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func get_fire_rate()->int:
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return stats.fire_rate.value
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func get_hit_effects()-> Array[Effect]:
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return stats.hit_effects.value
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22
scripts/Items/Equipment.gd
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22
scripts/Items/Equipment.gd
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@ -0,0 +1,22 @@
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class_name Equipment extends Node3D
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var stats: EquipmentStats
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func init_equipment(stats: EquipmentStats):
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self.stats = stats;
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func get_armor()-> int:
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return stats.armor.value
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func get_max_health()-> int:
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return stats.max_health.value
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func get_max_shield()-> int:
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return stats.max_shield.value
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func get_evement_speed()-> int:
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return stats.movementSpeed.value
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func get_damage()-> int:
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return stats.damage.value
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1
scripts/Items/Mech/Arms.gd
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1
scripts/Items/Mech/Arms.gd
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@ -0,0 +1 @@
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class_name Arms extends Equipment
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1
scripts/Items/Mech/Boots.gd
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1
scripts/Items/Mech/Boots.gd
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class_name Boots extends Equipment
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1
scripts/Items/Mech/Hydraulics.gd
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1
scripts/Items/Mech/Hydraulics.gd
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class_name Hydraulics extends Equipment
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28
scripts/Items/Mech/Mech.gd
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28
scripts/Items/Mech/Mech.gd
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extends Node3D
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class_name Mech
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var boots: Boots
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var arms: Arms
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var hydraulics: Hydraulics
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func init_mech(boots: Boots, arms: Arms, hydraulics: Hydraulics):
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self.boots = boots
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self.arms = arms
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self.hydraulics= hydraulics
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func get_max_health()-> int:
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return boots.get_max_health() +arms.get_max_health()+hydraulics.get_max_health()
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func get_armor()-> int:
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return boots.get_armor()+arms.get_armor()+hydraulics.get_armor()
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func get_max_shield()-> int:
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return boots.get_max_shield()+arms.get_max_shield()+hydraulics.get_max_shield()
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func get_damage()-> int:
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return boots.get_damage()+arms.get_damage()+hydraulics.get_damage()
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func get_movement_speed()-> int:
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return boots.get_evement_speed()+arms.get_evement_speed()+hydraulics.get_evement_speed()
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@ -15,11 +15,19 @@ func unattach(attachmentToRemove: Attachment)-> void:
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func get_damage()->int:
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var damage = stats.damage
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for attachment in attachments:
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damage += attachment.stats.damage
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damage += attachment.get_damage()
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return damage
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func get_fire_rate()->int:
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var fire_rate = stats.fire_rate
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for attachment in attachments:
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fire_rate += attachment.stats.fire_rate
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fire_rate += attachment.get_fire_rate()
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return fire_rate
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func get_hit_effects()-> Array[Effect]:
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var hit_effects = []
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hit_effects.append_array(stats.hit_effects.value)
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for attachment in attachments:
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hit_effects.append_array(attachment.get_hit_effects())
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return hit_effects
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@ -1,28 +0,0 @@
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extends Node3D
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class_name Mech
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var boots: Boots
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var arms: Arms
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var hydraulics: Hydraulics
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func init_mech(boots: Boots, arms: Arms, hydraulics: Hydraulics):
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self.boots = boots
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self.arms = arms
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self.hydraulics= hydraulics
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func get_max_health()-> int:
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return boots.equipment_stats.max_health.value+arms.equipment_stats.max_health.value+hydraulics.equipment_stats.max_health.value
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func get_armor()-> int:
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return boots.equipment_stats.armor.value+arms.equipment_stats.armor.value+hydraulics.equipment_stats.armor.value
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func get_shield()-> int:
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return boots.equipment_stats.shield.value+arms.equipment_stats.shield.value+hydraulics.equipment_stats.shield.value
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func get_damage()-> int:
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return boots.equipment_stats.damage.value+arms.equipment_stats.damage.value+hydraulics.equipment_stats.damage.value
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func get_movement_speed()-> int:
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return boots.equipment_stats.movementSpeed.value+arms.equipment_stats.movementSpeed.value+hydraulics.equipment_stats.movementSpeed.value
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@ -1,32 +0,0 @@
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class_name PlayerCharacter extends Entity
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var mech: Mech
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func init_player_character(stats: EntityStats, mech: Mech):
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init_entity(stats)
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self.mech = mech;
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func get_max_health() -> int:
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var max_health = base.get_max_health()
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max_health += mech.get_max_health()
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return max_health
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func get_armor() -> int:
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var armor = stats.armor
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armor += mech.get_armor()
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for equipment in equipments:
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armor += equipment.stats.armor
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return armor
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func get_Shield() -> int:
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var shield = stats.shield
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for equipment in equipments:
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shield += equipment.stats.shield
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return shield
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func get_movement_speed() -> int:
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var movement_speed = stats.movement_speed
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for equipment in equipments:
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movement_speed += equipment.stats.movement_speed
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return movement_speed
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@ -2,5 +2,5 @@ extends Resource
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class_name Effect
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func apply_effect (character: Character)-> void:
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func apply_effect (orign_entity: Entity, target_entity: Entity)-> void:
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assert(false)
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6
scripts/resources/Effects/HealEffect.gd
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6
scripts/resources/Effects/HealEffect.gd
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class_name HealEffect extends Effect
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@export var heal_amount: int
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func apply_effect (orign_entity: Entity, target_entity: Entity)-> void:
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target_entity.increase_health(heal_amount)
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extends Effect
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func apply_effect (character: Character)-> void:
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character.stats.health.value = character.stats.max_health.value
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@ -2,7 +2,7 @@ extends Resource
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class_name EntityResource
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@export var entity_stats: entityStats
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@export var entity_stats: EntityStats
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@export var entity_scene: PackedScene
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@ -2,8 +2,9 @@ extends Resource
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class_name EntityStats
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@export var max_health: MaxHealth
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@export var health: Health
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@export var armor: Armor
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@export var shield: Shield
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@export var movementSpeed: MovementSpeed
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@export var max_health: MaxHealthStat
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@export var health: HealthStat
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@export var armor: ArmorStat
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@export var shield: ShieldStat
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@export var max_shield: MaxShieldStat
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@export var movementSpeed: MovementSpeedStat
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@ -2,8 +2,8 @@ extends Resource
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class_name EquipmentStats
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@export var max_health: MaxHealth
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@export var armor: Armor
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@export var shield: Shield
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@export var movementSpeed: MovementSpeed
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@export var damage: Damage
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@export var max_health: MaxHealthStat
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@export var armor: ArmorStat
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@export var max_shield: MaxShieldStat
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@export var movementSpeed: MovementSpeedStat
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@export var damage: DamageStat
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extends MechPartResource
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class_name Arms
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class_name ArmsResource
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extends MechPartResource
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class_name Boots
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class_name BootsResource
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extends MechPartResource
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class_name Hydraulics
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extends MechPartResource
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class_name HydraulicsResource
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extends Resource
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class_name Armor
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class_name ArmorStat
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signal value_changed_signal(currentArmor: int)
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@ -1,6 +1,6 @@
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extends Resource
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class_name Damage
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class_name DamageStat
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signal value_changed_signal(currentDamage: int)
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13
scripts/resources/Stats/Effects/HitEffectsStat.gd
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13
scripts/resources/Stats/Effects/HitEffectsStat.gd
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extends Resource
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class_name HitEffectStat
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signal value_changed_signal(effects: Array[Effect])
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@export var _value: Array[Effect]
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var value: Array[Effect]:
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get:
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return _value
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set(new_value):
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value = new_value;
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value_changed_signal.emit(_value)
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@ -1,6 +1,6 @@
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extends Resource
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class_name FireRate
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class_name FireRateStat
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signal value_changed_signal(currentFireRate: int)
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@ -1,6 +1,6 @@
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extends Resource
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class_name Health
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class_name HealthStat
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|
||||
signal value_changed_signal(currentHealth: int)
|
||||
|
||||
@ -1,6 +1,6 @@
|
||||
extends Resource
|
||||
|
||||
class_name MaxHealth
|
||||
class_name MaxHealthStat
|
||||
|
||||
signal value_changed_signal(currentMaxHealth: int)
|
||||
|
||||
13
scripts/resources/Stats/MaxShieldStat.gd
Normal file
13
scripts/resources/Stats/MaxShieldStat.gd
Normal file
@ -0,0 +1,13 @@
|
||||
extends Resource
|
||||
|
||||
class_name MaxShieldStat
|
||||
|
||||
signal value_changed_signal(currentMaxShield: int)
|
||||
|
||||
@export var _value: int
|
||||
var value: int:
|
||||
get:
|
||||
return _value
|
||||
set(new_value):
|
||||
value = new_value;
|
||||
value_changed_signal.emit(_value)
|
||||
@ -1,6 +1,6 @@
|
||||
extends Resource
|
||||
|
||||
class_name MovementSpeed
|
||||
class_name MovementSpeedStat
|
||||
|
||||
signal value_changed_signal(currentMovementSpeed: int)
|
||||
|
||||
@ -1,6 +1,6 @@
|
||||
extends Resource
|
||||
|
||||
class_name Shield
|
||||
class_name ShieldStat
|
||||
|
||||
signal value_changed_signal(currentShield: int)
|
||||
|
||||
@ -2,5 +2,6 @@ extends Resource
|
||||
|
||||
class_name AttachmentStats
|
||||
|
||||
@export var damage: Damage
|
||||
@export var fire_rate: FireRate
|
||||
@export var damage: DamageStat
|
||||
@export var fire_rate: FireRateStat
|
||||
@export var hit_effects: HitEffectStat
|
||||
|
||||
@ -3,5 +3,6 @@ extends Resource
|
||||
class_name WeaponStats
|
||||
|
||||
|
||||
@export var damage: Damage
|
||||
@export var fire_rate: FireRate
|
||||
@export var damage: DamageStat
|
||||
@export var fire_rate: FireRateStat
|
||||
@export var hit_effects: HitEffectStat
|
||||
|
||||
@ -1,9 +1,20 @@
|
||||
extends Node
|
||||
|
||||
class_name DamageHandler
|
||||
|
||||
extends Object
|
||||
|
||||
func apply_damage(damage_dealer: Entity, damage_receiver: Entity, weapon: Weapon ):
|
||||
damage_receiver.get_armor()
|
||||
damage_receiver.get
|
||||
pass
|
||||
var damage = weapon.get_damage() + damage_dealer.get_damage()
|
||||
var armor = damage_receiver.get_armor()
|
||||
var damage_percent = 90*( pow(MathUtils.e, 0.03*armor))
|
||||
|
||||
var damage_after_armor = damage * damage_percent
|
||||
if damage_after_armor < 1 :
|
||||
damage_after_armor = 1
|
||||
|
||||
var shield = damage_receiver.get_shield()
|
||||
if shield > 0:
|
||||
damage_receiver.reduce_shield(damage_after_armor)
|
||||
else:
|
||||
damage_receiver.reduce_health(damage_after_armor)
|
||||
|
||||
for effect in weapon.get_hit_effects():
|
||||
effect.apply_effect(damage_dealer,damage_receiver)
|
||||
|
||||
|
||||
3
singeltons/MathUtils.gd
Normal file
3
singeltons/MathUtils.gd
Normal file
@ -0,0 +1,3 @@
|
||||
extends Object
|
||||
|
||||
var e = 2.718281828459045235360287471352
|
||||
Loading…
Reference in New Issue
Block a user