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Dog-Lynx-And-HCN/scripts/Contents/Bullets/Arrow.gd
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extends BulletBase
class_name Arrow
@onready var trail: GPUParticles2D = $%trail
var atk: float = 0
var waitTime: float = 0
var offsetRotation: float = 0
var lifesteal: float = 0.2
func register():
trail.emitting = false
hitbox.disabled = true
func ai():
if timeLived() < waitTime:
PresetBulletAI.lockLauncher(self , launcher, true)
rotation = position.angle_to_point(launcher.currentFocusedPosition) + offsetRotation
return
else:
trail.emitting = true
hitbox.disabled = false
speed = (1 - lifeTimePercent()) * initialSpeed
baseDamage = speed * atk
PresetBulletAI.forward(self , rotation)
if speed < 1:
tryDestroy()
func succeedToHit(_dmg: float, entity: EntityBase):
var effect = EffectController.create(ComponentManager.getEffect("ShootBlood"), position)
effect.shot()
entity.heal(lifesteal)