Files
fps_project_1/scripts/assassinate_vip.gd
2025-05-06 11:18:52 -05:00

84 lines
2.2 KiB
GDScript

extends Node
class_name Modifier
@export var time_to_kill : float = 30.0
@export var percent_of_targets : float = 1.0
@onready var level_node: Node3D = $"../../Level"
@onready var scene_parent: Node3D = $"../.."
@onready var marker = preload("res://enemyTargetMarker.tscn")
@onready var level_control = get_tree().current_scene
var target_enemy
var total_targets
var active = false
var timer
var ui_marker
func _ready() -> void:
await level_node.all_enemies_spawned
SignalBus.connect("enemy_killed",check_killed_target)
SignalBus.connect("player_left_tube",begin_activity)
timer = time_to_kill
scene_parent.tube_top.switch.active = false
scene_parent.tube_top.switch.label.text = str("Kill all vip \n targets to exit")
func begin_activity():
select_random_enemy()
func _process(delta: float) -> void:
if active:
if target_enemy != null:
update_minimap()
if timer > 0:
timer -= delta
update_timer("kill target")
else:
level_control.last_hit = target_enemy
level_control.die()
active = false
else:
select_random_enemy()
func update_minimap():
SignalBus.emit_signal("ui_minimap_point",self,ui_marker.global_position,ColorSwatch.GREEN_COLOR)
func update_timer(label):
var rounded_timer = str(timer).pad_decimals(2)
SignalBus.emit_signal("ui_timer_update",label,rounded_timer)
func check_killed_target(enemy):
print("ENEMY KILLED : ",enemy)
if enemy == target_enemy:
timer = time_to_kill
target_enemy = null
print("TARGET ENEMY : ",target_enemy)
select_random_enemy()
func add_marker_to_enemy():
if target_enemy != null:
var instance_marker = marker.instantiate()
target_enemy.add_child(instance_marker)
instance_marker.global_position = target_enemy.global_position
ui_marker = instance_marker
func select_random_enemy():
var level_stuff = level_node.get_children()
var enemies = []
for node in level_stuff:
print(node)
if node is Enemy:
enemies.append(node)
if enemies.size() > 0:
target_enemy = enemies.pick_random()
add_marker_to_enemy()
active = true
print("TARGET ENEMY : ",target_enemy.name)
else:
activity_completed()
SignalBus.emit_signal("ui_timer_visibility",false)
func activity_completed():
scene_parent.tube_top.switch.active = true