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55 lines
2.3 KiB
GDScript
55 lines
2.3 KiB
GDScript
extends Node
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class_name TargetingComponent
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@export var detection_raycast : RayCast3D
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@export var combat_component : CombatSystem
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@export var detectable_object_group : String = "detectable_object" # we can use the node group feature in Godot
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@export var detectable_player_group : String = "player" # I am calling any Enemy/AI/Ally a player
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var detected_object : Node3D
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var detected_object_combat_component : CombatSystem
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var detected_player : Node3D
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var detected_player_combat_component : CombatSystem
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signal object_detected(object: Node3D, object_combat_component:CombatSystem)
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signal enemy_detected(object: Node3D, player_combat_component:CombatSystem)
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signal ally_detected(object: Node3D, player_combat_component:CombatSystem)
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signal player_detected(object: Node3D, player_combat_component:CombatSystem)
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signal detected(object: Node3D) #this activates for all
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func _ready():
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detection_raycast.add_exception(get_parent())
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func _process(_delta):
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if detection_raycast.is_colliding():
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if detected_player == detection_raycast.get_collider() or detected_object == detection_raycast.get_collider():
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return
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if detection_raycast.get_collider().is_in_group(detectable_object_group):
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detected_object = detection_raycast.get_collider()
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detected.emit(detected_object)
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detected_object_combat_component = detected_object.find_child("CombatSystem")
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if !detected_object_combat_component:
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object_detected.emit(detected_object, null)
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return
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object_detected.emit(detected_object, detected_object_combat_component)
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return
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if detection_raycast.get_collider().is_in_group(detectable_player_group):
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detected_player = detection_raycast.get_collider()
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detected.emit(detected_player)
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detected_player_combat_component = detected_player.find_child("CombatSystem")
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if !detected_player_combat_component:
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player_detected.emit(detected_player, null)
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return
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player_detected.emit(detected_player, detected_player_combat_component)
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if detected_player_combat_component.team_id != combat_component.NATURAL_OBJECT and detected_player_combat_component.team_id != combat_component.team_id:
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enemy_detected.emit(detected_player, detected_player_combat_component)
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if detected_player_combat_component.team_id == combat_component.team_id:
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ally_detected.emit(detected_player, detected_player_combat_component)
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return
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