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authoralex <[email protected]>2026-07-25 16:46:32 +0200
committeralex <[email protected]>2026-07-25 16:46:32 +0200
commit023c4f003d58c27cd2677307abe2c65bb09c2681 (patch)
treed4e67206dadaf5a6433669297bef406b45056afc /Bullet.cs
parent91fd5d80808fd177f97c4cc7e78b704efb5d6ce3 (diff)
downloadgodot-testing-023c4f003d58c27cd2677307abe2c65bb09c2681.tar.xz
godot-testing-023c4f003d58c27cd2677307abe2c65bb09c2681.zip
added enemy scene and piercing booleans for bullets, will be later refactored to work based on player stats
Diffstat (limited to 'Bullet.cs')
-rw-r--r--Bullet.cs6
1 files changed, 6 insertions, 0 deletions
diff --git a/Bullet.cs b/Bullet.cs
index 4ca9520..db44e2a 100644
--- a/Bullet.cs
+++ b/Bullet.cs
@@ -4,6 +4,8 @@ public partial class Bullet : Area2D
{
[Export] public float Speed { get; set; } = 600.0f;
[Export] public float Damage { get; set; } = 10.0f;
+ [Export] public bool PierceEntity { get; set; } = false;
+ [Export] public bool PierceTerrain { get; set; } = false;
public Vector2 Direction { get; set; } = Vector2.Zero;
public override void _Ready()
@@ -26,6 +28,10 @@ public partial class Bullet : Area2D
{
// If it does, deal damage!
target.TakeDamage(Damage);
+ if(!PierceEntity){QueueFree();}
}
+ else{if(!PierceTerrain){QueueFree();}}
+
+
}
}