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extends StaticBody2D
@export var projectile_damage = 5
@onready var sprite_node = $Sprite2D
var projectile = preload("res://scenes/defenders/warlock_projectile.tscn")
var path_name
func select_target(targets):
var tmp = []
for i in targets:
if "Crawler" in i.name:
tmp.append(i)
# this is all to select the furthest target on the track
var curr = null
for i in tmp:
if curr == null:
curr = i.get_node("../")
else:
if i.get_parent().get_progress() > curr.get_progress():
curr = i.get_node("../")
path_name = null if (curr == null) else curr.get_parent().name
func _on_tower_body_entered(_body: Node2D):
select_target(get_node("Tower").get_overlapping_bodies())
sprite_node.is_idle = true if (path_name == null) else false
sprite_node.update_texture()
func _on_tower_body_exited(_body: Node2D):
select_target(get_node("Tower").get_overlapping_bodies())
sprite_node.is_idle = true if (path_name == null) else false
sprite_node.update_texture()
func _on_fire_rate_timeout():
if (path_name != null):
var tmp_projectile = projectile.instantiate()
tmp_projectile.path_name = path_name
tmp_projectile.projectile_damage = projectile_damage
get_node("ProjectileContainer").call_deferred("add_child", tmp_projectile)
tmp_projectile.global_position = $Aim.global_position
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