4.6, new attack, enemy spawning, shaders, bunch of stuff
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e08e3ebb13
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84 changed files with 13348 additions and 91399 deletions
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@ -6,7 +6,7 @@ enum MaskType { MELEE, RANGED, SPIT }
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@export var mask_name: String
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@export var texture: Texture2D
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@export var drop_texture: Texture2D
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@export var spawn_sfx : String
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@export var spawn_sfx : Resource
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@export_group("Combat")
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@export var attack_scene: PackedScene
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@ -18,22 +18,23 @@ func activate(attacker: Node2D, target_pos: Vector2) -> void:
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if not attack_scene:
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return
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var atk = attack_scene.instantiate()
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var atk : MaskAbility = attack_scene.instantiate()
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if is_parented_to_attacker:
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attacker.add_child(atk)
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atk.position = Vector2.ZERO
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else:
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attacker.get_parent().add_child(atk)
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atk.global_position = attacker.global_position
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atk.look_at(target_pos)
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if atk.get("start_position"):
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atk.start_position = attacker.global_position
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atk.target_position = target_pos
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if atk.has_method("set_from_player"):
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atk.set_from_player(attacker.is_in_group("player"))
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atk.position = attacker.position
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atk.start_position = attacker.position
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atk.target_position = target_pos
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var from_player = attacker.is_in_group("player")
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atk.from_player = from_player
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if not from_player:
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atk.modulate = Color("#0000ff")
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atk.mask_ready()
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SoundManager.play_sfx(spawn_sfx)
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