44 lines
1.6 KiB
GDScript
44 lines
1.6 KiB
GDScript
extends Node
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@onready var data = get_node("/root/Arena/Data")
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@onready var castIndicator = get_node("/root/Arena/CanvasLayer/CastIndicator")
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@export var avatar: Combatant
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var casting = false
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var spell: Spell
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var spellIndex: int
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var timer: float = 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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data.spellbook.initCooldowns()
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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 !casting:
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for i in range(data.spellbook.spells.size()):
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if Input.is_action_just_pressed("Spell" + str(i)) && data.spellbook.cooldowns[i] == 0:
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casting = true
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spell = data.spellbook.spells[i]
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spellIndex = i
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avatar.particleSystem.emitting = true
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timer = 0
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else:
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timer += delta
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if (Input.is_action_just_pressed(spell.castCombo[spell.castProgress])):
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spell.castProgress += 1
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if spell.castProgress == spell.castCombo.size():
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casting = false
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avatar.particleSystem.emitting = false
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spell.castProgress = 0
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avatar.renderer.play("attack1")
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data.spellbook.cooldowns[spellIndex] = spell.cooldown
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elif (timer >= spell.timeout || Input.is_action_just_pressed("up") || Input.is_action_just_pressed("down") || Input.is_action_just_pressed("left") || Input.is_action_just_pressed("right")):
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avatar.alterHealth(-spell.backfireStrength, true)
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casting = false
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avatar.particleSystem.emitting = false
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data.spellbook.cooldowns[spellIndex] = spell.cooldown * (spell.castProgress / spell.castCombo.size())
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for i in range(data.spellbook.cooldowns.size()):
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data.spellbook.cooldowns[i] -= delta
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if data.spellbook.cooldowns[i] < 0: data.spellbook.cooldowns[i] = 0
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