Files
slopvivors/scenes/weapons/weapon_sword.gd

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GDScript

class_name WeaponSword
extends WeaponBase
const WEAPON_SWORD_PROJECTILE = preload("res://scenes/weapons/weapon_sword_projectile.tscn")
@onready var targeting_range: Area2D = $TargetingRange
@onready var targeting_range_shape: CollisionShape2D = $TargetingRange/CollisionShape2D
signal projectile_hit(projectile: WeaponSwordProjectile, enemy: EnemyBase)
var _player: Player
func _ready() -> void:
targeting_range_shape.shape.radius = attack_range
projectile_hit.connect(_on_projectile_hit)
_player = get_tree().get_first_node_in_group(GlobalConst.GROUP_PLAYER)
func do_attack() -> void:
var target: EnemyBase = find_target_in_radius()
if not target:
return
var projectile = WEAPON_SWORD_PROJECTILE.instantiate()
projectile.damage = attack_damage
projectile.target = target
projectile.on_hit_sig = projectile_hit
add_child(projectile)
func deal_damage(enemy: EnemyBase):
var crit_chance = _player.player_stats.get_final("crit_chance", _player.modifiers)
var damage_dealt = attack_damage
var is_crit = randf() >= 1 - crit_chance
if is_crit:
damage_dealt *= _player.player_stats.get_final("crit_multiplier", _player.modifiers)
enemy.take_damage(damage_dealt, is_crit)
func _on_projectile_hit(projectile: WeaponSwordProjectile, enemy: EnemyBase):
deal_damage(enemy)