update
This commit is contained in:
@@ -1,9 +1,7 @@
|
||||
extends Node
|
||||
|
||||
const GCD_TIME := 0.5
|
||||
const AA_DAMAGE := 10.0
|
||||
const AA_COOLDOWN := 1.0
|
||||
const AA_RANGE := 20.0
|
||||
const AA_COOLDOWN := 0.5
|
||||
|
||||
@onready var player: CharacterBody3D = get_parent()
|
||||
@onready var targeting: Node = get_parent().get_node("Targeting")
|
||||
@@ -36,12 +34,23 @@ func _auto_attack(delta: float) -> void:
|
||||
return
|
||||
if not is_instance_valid(targeting.current_target):
|
||||
return
|
||||
var dist := player.global_position.distance_to(targeting.current_target.global_position)
|
||||
if dist > AA_RANGE:
|
||||
var ability_set: AbilitySet = role.get_ability_set()
|
||||
if not ability_set:
|
||||
return
|
||||
var dmg := apply_passive(AA_DAMAGE)
|
||||
EventBus.damage_requested.emit(player, targeting.current_target, dmg)
|
||||
print("AA: %s Schaden an %s" % [dmg, targeting.current_target.name])
|
||||
var aa_damage: float = ability_set.aa_damage
|
||||
var aa_range: float = ability_set.aa_range
|
||||
var aa_is_heal: bool = ability_set.aa_is_heal
|
||||
var dmg: float = apply_passive(aa_damage, "heal" if aa_is_heal else "damage")
|
||||
if aa_is_heal:
|
||||
EventBus.heal_requested.emit(player, player, dmg)
|
||||
print("AA Heal: %s an %s" % [dmg, player.name])
|
||||
else:
|
||||
var dist := player.global_position.distance_to(targeting.current_target.global_position)
|
||||
if dist > aa_range:
|
||||
return
|
||||
var target_name: String = targeting.current_target.name
|
||||
EventBus.damage_requested.emit(player, targeting.current_target, dmg)
|
||||
print("AA: %s Schaden an %s" % [dmg, target_name])
|
||||
aa_timer = AA_COOLDOWN
|
||||
|
||||
func _load_abilities() -> void:
|
||||
@@ -74,11 +83,11 @@ func _unhandled_input(event: InputEvent) -> void:
|
||||
gcd_timer = GCD_TIME
|
||||
return
|
||||
|
||||
func apply_passive(base_damage: float) -> float:
|
||||
func apply_passive(base: float, stat: String = "damage") -> float:
|
||||
for ability in abilities:
|
||||
if ability and ability.type == Ability.Type.PASSIVE:
|
||||
return base_damage * (1.0 + ability.damage / 100.0)
|
||||
return base_damage
|
||||
if ability and ability.type == Ability.Type.PASSIVE and ability.passive_stat == stat:
|
||||
return base * (1.0 + ability.damage / 100.0)
|
||||
return base
|
||||
|
||||
func _on_role_changed(_player: Node, _role_type: int) -> void:
|
||||
_load_abilities()
|
||||
|
||||
Reference in New Issue
Block a user