extends "res://Scripts/animationBase.gd" @onready var texture: TextureRect = $TextureRect @onready var animationPlayer: AnimationPlayer = $AnimationPlayer var failIndex: int = 0 var animQueue: Queue = Queue.new() # Called when the node enters the scene tree for the first time. func _ready(): if inverted: pass #texture.position.x = (-(texture.position.x - 571)) + 571 #for point: Vector2 in path: #point.x = (-(point.x - 571)) + 571 #for point: Vector2 in failPath: #point.x = (-(point.x - 571)) + 571 #if !inverted: #pass #path = $Path2D/PathFollow2D #failPath = $Path2D/PathFollow2D/Path2D/PathFollow2D #else: #pass #path = $Path2D/PathFollow2D #failPath = $Path2D/PathFollow2D/Path2D/PathFollow2D # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta): pass #if casting: #if targetProg / finalProg < 0.7: #timer = clampf(timer + delta, 0, clampf(targetProg / finalProg, 0, 0.35)) #path.progress_ratio = timer #else: #timer = clampf(timer + delta, 0, 1) #path.progress_ratio = timer #if path.progress_ratio == 1: #self.free() #else: #timer = clampf(timer + (1.25 * delta), 0, 1) #failPath.progress_ratio = timer #if failPath.progress_ratio == 1: #self.free() func castFailed() -> void: queue_free() #casting = false #timer = 0 #texture.get_parent().remove_child(texture) #failPath.add_child(texture) func setProgress(target: float, final: float = finalProg) -> void: targetProg = target finalProg = final animQueue.push("attackSegment" + str(target)) func animFinished(_animName): if (animQueue.size() > 0): animationPlayer.play(animQueue.pop())