ProjectileAttackο
A Projectile launcher. Suited (but not limited) to long-range or Projectile attacks.
This node is Frame-Synced.
Propertiesο
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Methodsο
void |
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void |
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void |
quick_shot(damage: float = Damage, force: Vector2 = PR_Force) |
Signalsο
attacked() π
Emitted when the attack is activated.
hit(entity: Entity, damage_amount: float) π
Emitted when an Entity gets hit by the attack.
Property Descriptionsο
PackedScene PR_Projectile_Scene π
The Projectile that will be shot from this attack.
The offset of the Projectileβs center from the parent/shooterβs center when the projectile is spawned while the character is facing right.
This will automatically be horizontally flipped if PR_Direction is -1.
The direction in which to shoot the projectile relative to the parent.
Intended value is 1 or -1. Only the sign of the value will be considered.
The Force with which to shoot the Projectile if the character is facing right.
This will automatically be horizontally flipped by the Projectile itself if PR_Direction is -1.
Force overwrite damage on launched projectiles. Leave it as NAN to use the projectileβs inate value.
A multiplier to increase applied damage exponentially.
Useful for power-ups.
Cooldown to temporarily disable Frame-Sync.
int obstruction_layers = 1 π
All Layers which can be hit by this attack (including characters).
This is carried forward to the Projectile.
Name of the Animation which will automatically trigger this attack.
Frame at which the Projectile is spawned.
Frame at which the Projectile is launched.
AudioStreamPlayer2D AUX_On_Animation_Start π
AudioStreamPlayer2D to play when the attack animation begins.
AudioStreamPlayer2D AUX_On_Spawn_Frame π
AudioStreamPlayer2D to play when the spawn frame is reached.
AudioStreamPlayer2D AUX_On_Launch_Frame π
AudioStreamPlayer2D to play when the launch frame is reached.
Node2D parent = get_parent() π
The parent of this node.
A boolean to tell whether the attack is currently in progress or not.
Projectile new_projectile π
Variable to hold the last spawned Projectile
Method Descriptionsο
void _process(delta: float) π
There is currently no description for this method. Please help us by contributing one!
Variant spawn(damage: float = Damage) π
Spawn sequence for the Projectile
void launch(force: Vector2 = PR_Force) π
Launch sequence for the Projectile.
Force direction is automatically fixed by the Projectile.
void quick_shot(damage: float = Damage, force: Vector2 = PR_Force) π
There is currently no description for this method. Please help us by contributing one!