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extends "res://scripts/base_defender.gd"
var projectile: PackedScene = preload("res://scenes/wyvern_projectile.tscn")
var damage_tick_rate: float
var range_collision : CollisionShape2D
var firing : bool = false
func _ready():
set_tower_stats(game_stats_config.defenders_index.WYVERN)
reset_tower_range()
reset_tower_sprite()
func _process(delta):
select_target()
if firing:
if target == null:
$WyvernProjectile.queue_free()
firing = false
else:
$WyvernProjectile.target = target
$WyvernProjectile.move_projectile(delta)
func _on_tower_body_entered(_body: Node2D) -> void:
var old_target : CharacterBody2D = target
select_target()
if old_target == null && old_target != target:
$FireTimer.start(tower_data["fire_delay"])
func _on_fire_timer_timeout():
if (target != null):
var stream : CharacterBody2D = _get_projectile()
add_child(stream)
stream.target = target
stream.global_position = $Aim.global_position
firing = true
$FireTimer.stop()
func _get_projectile() -> CharacterBody2D:
var stream = projectile.instantiate()
stream.projectile_damage = tower_data["damage"]
stream.chaos_factor = tower_data["chaos_factor"]
stream.damage_tick_rate = tower_data["damage_tick_rate"]
return stream
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