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40 lines
1.4 KiB
GDScript

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extends Node
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class_name Effect
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@onready var afterimage = preload("res://scene/effect/afterimage/normal.tscn")
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@onready var corpse = preload("res://scene/effect/afterimage/normal.tscn")
@onready var readiness_hero = preload("res://scene/effect/decal/readiness_hero.tscn")
@onready var readiness_monster = preload("res://scene/effect/decal/readiness_monster.tscn")
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@onready var character = (get_owner() as Character)
@onready var view = (%View as View)
@onready var status = (%Status as Status)
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var rediness : Decal
func init(type:Enum.ECharacterType,body_scale:Vector3):
match type:
Enum.ECharacterType.Player:rediness = readiness_hero.instantiate()
Enum.ECharacterType.Monster:rediness = readiness_monster.instantiate()
if rediness:
rediness.scale = body_scale *1.5
rediness.scale.y = 10
rediness.position = Vector3.DOWN * 4
add_child(rediness)
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func _process(delta):
if status.move_dir:
var angle = status.move_dir.angle_to(Vector2.RIGHT)
rediness.rotation.y = angle
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func cast_image(res:Resource):
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var new_afterimage = afterimage.instantiate() as Afterimage
new_afterimage.position = character.view_pos()
new_afterimage.name = "afterimage"
new_afterimage.velocity = character.velocity / 4
view.clone(new_afterimage)
SignalManager.effect_create.emit(new_afterimage)
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func cast_after_image():cast_image(afterimage)
func cast_corpse():cast_image(corpse)