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przygody-pana-cegly/scripts/components/damage_component.gd

94 lines
2.3 KiB
GDScript

class_name DamageComponent
extends Node
@export var damage: float = 0.25
@export var area2d: Area2D
@export var status_effect_data: StatusEffectDataResource
@export var damage_timer: Timer
var current_target: Node = null
signal effect_inflicted(target: Node2D, effect: StatusEffectDataResource)
func _ready() -> void:
if not area2d:
printerr("No area2d assigned!")
return
area2d.body_entered.connect(on_area2d_body_entered)
area2d.body_exited.connect(on_area2d_body_exited)
area2d.area_entered.connect(on_area2d_area_entered)
if damage_timer:
damage_timer.timeout.connect(on_damage_timer_timeout)
func _process(_delta: float) -> void:
if not current_target:
return
if damage_timer:
return
process_entity_and_apply_damage(current_target)
func deal_damage(target: HealthComponent) -> void:
target.decrease_health(damage)
func on_damage_timer_timeout() -> void:
if not current_target:
return
process_entity_and_apply_damage(current_target)
func process_entity_and_apply_damage(body: Node2D) -> void:
if body.has_node("HealthComponent"):
var health_component: HealthComponent = body.get_node("HealthComponent")
var invulnerability_component: InvulnerabilityComponent = body.get_node_or_null("InvulnerabilityComponent")
if invulnerability_component and invulnerability_component.is_invulnerable():
return
if status_effect_data and status_effect_data.effect_type != StatusEffectComponent.EffectType.NONE:
effect_inflicted.emit(body, status_effect_data)
deal_damage(health_component)
if invulnerability_component:
invulnerability_component.activate()
func on_area2d_body_entered(body: Node2D) -> void:
current_target = body
if not check_if_processing_is_on():
return
if damage_timer:
damage_timer.start()
process_entity_and_apply_damage(body)
func on_area2d_body_exited(body: Node2D) -> void:
if body == current_target:
current_target = null
if damage_timer:
damage_timer.stop()
func on_area2d_area_entered(area: Area2D) -> void:
if not check_if_processing_is_on():
return
if area == area2d:
return
var parent := area.get_parent()
if parent.has_node("DamageComponent"):
process_entity_and_apply_damage(parent)
func check_if_processing_is_on() -> bool:
return self.process_mode == PROCESS_MODE_INHERIT or self.process_mode == PROCESS_MODE_ALWAYS