broken_seals/game/scripts/projectiles/SpellProjectileGD.gd
2019-11-20 14:19:41 +01:00

52 lines
1.3 KiB
GDScript

extends SpellProjectile
class_name SpellProjectileGD
# This Source Code Form is subject to the terms of the Mozilla Public
# License, v. 2.0. If a copy of the MPL was not distributed with this
# file, You can obtain one at https://mozilla.org/MPL/2.0/.
var _target : Spatial
var _info : SpellCastInfo
var _speed : float
func _ready() -> void:
if _info == null:
set_process(false)
func launch(info : SpellCastInfo, effect : PackedScene, speed : float) -> void:
if not is_instance_valid(info.target):
return
_info = info
_target = info.target.get_character_skeleton().torso_attach_point
_speed = speed
# translation = info.caster.translation
translation = info.caster.get_character_skeleton().right_hand_attach_point.global_transform.origin
var eff : Node = effect.instance()
eff.owner = self
add_child(eff)
set_process(true)
func _process(delta : float) -> void:
if not is_instance_valid(_target):
# set_process(false)
queue_free()
return
var l : Vector3 = _target.global_transform.origin - translation
if l.length() < 1:
_info.spell.son_spell_hit(_info)
queue_free()
return
var dir : Vector3 = l.normalized()
global_transform.origin += dir * _speed * delta
global_transform = transform.looking_at(_target.global_transform.origin, Vector3(0, 1, 0))