55 lines
1.7 KiB
GDScript
55 lines
1.7 KiB
GDScript
class_name BrickThrowComponent
|
|
extends Node
|
|
|
|
@export var brick_scene: PackedScene
|
|
@export var fire_rate: float = 1.0
|
|
@export var player_controller: PlayerController
|
|
@export var timer: Timer
|
|
@export var charge_throw_component: ChargeThrowComponent
|
|
|
|
var can_throw: bool = true
|
|
|
|
|
|
func _ready() -> void:
|
|
setup_timer()
|
|
can_throw = true
|
|
|
|
|
|
func _input(event: InputEvent) -> void:
|
|
if event.is_action_pressed("attack") and can_throw and charge_throw_component:
|
|
charge_throw_component.start_charging()
|
|
|
|
if event.is_action_released("attack") and can_throw and charge_throw_component:
|
|
var power_multiplier: float = charge_throw_component.stop_charging()
|
|
print("Power Multiplier: ", power_multiplier)
|
|
throw_brick(power_multiplier)
|
|
|
|
|
|
func setup_timer() -> void:
|
|
timer.wait_time = fire_rate
|
|
timer.one_shot = false
|
|
timer.autostart = false
|
|
timer.timeout.connect(on_timer_timeout)
|
|
|
|
|
|
func on_timer_timeout() -> void:
|
|
can_throw = true
|
|
|
|
|
|
func throw_brick(power_multiplier: float = 1.0) -> void:
|
|
var brick_instance: Node2D = brick_scene.instantiate()
|
|
|
|
var launch_component := brick_instance.get_node_or_null("LaunchComponent") as LaunchComponent
|
|
var chargable_component := brick_instance.get_node_or_null("ChargableComponent") as ChargableComponent
|
|
if launch_component:
|
|
launch_component.initial_direction = player_controller.last_direction
|
|
launch_component.spawn_position = player_controller.global_position
|
|
launch_component.spawn_rotation = player_controller.rotation
|
|
launch_component.speed *= power_multiplier if chargable_component else 1.0
|
|
|
|
brick_instance.global_position = player_controller.global_position
|
|
get_tree().current_scene.add_child(brick_instance)
|
|
|
|
can_throw = false
|
|
timer.start()
|