56 lines
1.3 KiB
GDScript
56 lines
1.3 KiB
GDScript
class_name BrickThrowComponent
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extends Node
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@export var brick_scene: PackedScene
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@export var fire_rate: float = 1.0
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@export var player_controller: PlayerController
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@export var timer: Timer
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@export var throw_input_behavior: ThrowInputResource
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var can_throw: bool = true
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func _ready() -> void:
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setup_timer()
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can_throw = true
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if throw_input_behavior:
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throw_input_behavior.throw_requested.connect(throw_brick)
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func _input(event: InputEvent) -> void:
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if throw_input_behavior:
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throw_input_behavior.process_input(event)
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func _process(delta: float) -> void:
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if throw_input_behavior:
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throw_input_behavior.update(delta)
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func setup_timer() -> void:
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timer.wait_time = fire_rate
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timer.one_shot = false
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timer.autostart = false
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timer.timeout.connect(on_timer_timeout)
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func on_timer_timeout() -> void:
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can_throw = true
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func throw_brick(power_multiplier: float = 1.0) -> void:
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var instance: Node2D = brick_scene.instantiate()
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var init := instance.get_node_or_null("ProjectileInitComponent") as ProjectileInitComponent
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if init:
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init.initialize({
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"position": player_controller.global_position,
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"rotation": player_controller.rotation,
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"direction": player_controller.last_direction,
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"power_multiplier": power_multiplier
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})
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get_tree().current_scene.add_child(instance)
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can_throw = false
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timer.start() |