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Dog-Lynx-And-HCN/scripts/Tools/BulletTool.gd
T

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class_name BulletTool
static func fromArea(area: Area2D) -> BulletBase:
if area is BulletBase:
return area as BulletBase
else:
return null
static func canDamage(bullet: BulletBase, target: EntityBase) -> bool:
if !bullet or !target or !bullet.launcher: return false
if target.currentInvinsible: return false
if !bullet.canDamageSelf && target == bullet.launcher: return false
if !GameRule.allowFriendlyFire:
if target.isPlayer() == bullet.launcher.isPlayer() and bullet.launcher.currentFocusedBoss != target: return false
return true
static func findClosetBullet(to: Vector2, fromTree: SceneTree) -> BulletBase:
var result: BulletBase = null
var lastDistance = INF
for bullet in fromTree.get_nodes_in_group("bullets"):
if to.distance_to(bullet.position) < lastDistance:
lastDistance = to.distance_to(bullet.position)
result = bullet
return result
static func findClosetBulletCanDamage(to: Vector2, fromTree: SceneTree, target: EntityBase) -> BulletBase:
var result: BulletBase = null
var lastDistance = INF
for bullet in fromTree.get_nodes_in_group("bullets"):
if canDamage(bullet, target):
if to.distance_to(bullet.position) < lastDistance:
lastDistance = to.distance_to(bullet.position)
result = bullet
return result