40 lines
1.4 KiB
GDScript
40 lines
1.4 KiB
GDScript
extends Node
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func _ready() -> void:
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if multiplayer.multiplayer_peer != null and not multiplayer.is_server() and not (multiplayer.multiplayer_peer is OfflineMultiplayerPeer):
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set_physics_process(false)
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else:
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set_physics_process(true)
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var _regen_accum: float = 0.0
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func _physics_process(delta: float) -> void:
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if not multiplayer.is_server() and multiplayer.multiplayer_peer != null:
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return
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_regen_accum += delta
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if _regen_accum < 0.20:
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return
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var dt: float = _regen_accum
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_regen_accum = 0.0
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for entity in Stats.entities():
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if not is_instance_valid(entity):
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continue
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var hp: float = float(Stats.get_stat(entity, "health", 0.0))
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if hp <= 0.0:
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continue
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var max_shield: float = float(Stats.get_stat(entity, "max_shield", 0.0))
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if max_shield <= 0.0:
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continue
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var shield: float = float(Stats.get_stat(entity, "shield", 0.0))
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var timer: float = float(Stats.get_stat(entity, "shield_regen_timer", 0.0))
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if timer > 0.0:
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Stats.set_stat(entity, "shield_regen_timer", max(0.0, timer - dt))
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continue
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if shield < max_shield:
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var regen: float = float(Stats.get_stat(entity, "shield_regen", 0.0))
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if regen <= 0.0:
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regen = max_shield * 0.10
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var new_shield: float = min(max_shield, shield + regen * dt)
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Stats.set_stat(entity, "shield", new_shield)
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EventBus.shield_changed.emit(entity, new_shield, max_shield)
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