
- Converted the rock throw animation to the new system - Converted the fireball animation to the new system (needs to be inverted still) - Spell variable now get set to null after use or they get interrupted - Made some code more readable
46 lines
1.2 KiB
GDScript
46 lines
1.2 KiB
GDScript
extends AnimationBase
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@export var explodeDur: float = 0.2
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@onready var ballofayr: AnimatedSprite2D = $AnimatedSprite2D
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@onready var animationPlayer: AnimationPlayer = $AnimationPlayer
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@onready var particles: GPUParticles2D = $GPUParticles2D
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var exploding: bool = false
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var timer: float = 0
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var size: Vector2 = Vector2(0, 0)
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# Called when the node enters the scene tree for the first time.
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func _ready():
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if inverted:
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attackName = inverseName
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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if (exploding):
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timer += delta
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if timer > explodeDur:
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self.queue_free()
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func setProgress(target: float, final: float = finalProg) -> void:
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targetProg = target
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finalProg = final
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if (index > -1):
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animationPlayer.queue(attackName + str(index))
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index += 1
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func explode() -> void:
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particles.position = ballofayr.position
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ballofayr.hide()
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particles.emitting = true
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exploding = true
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timer = 0
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func animFinished(s: String):
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print("Animation finished with indices " + str(index) + " and " + str(finalIndex))
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if (index == finalIndex):
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animationFinished.emit(spell)
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explode()
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func castFailed() -> void:
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explode()
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