fix: empty out all gridmap layers under candy pump and use precise duration timer for projectile destruction (experimental branch)
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@@ -128,8 +128,10 @@ func spawn_projectile(target_world_pos: Vector3, duration: float) -> void:
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# We need to wait for the X/Z tween to finish, but since it's parallel we can just use a separate timer or tween
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# We need to wait for the X/Z tween to finish, but since it's parallel we can just use a separate timer or tween
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# to kill the projectile exactly when duration is reached, ensuring it doesn't get killed early by X/Z finishing 1 frame earlier than Y
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# to kill the projectile exactly when duration is reached, ensuring it doesn't get killed early by X/Z finishing 1 frame earlier than Y
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get_tree().create_timer(duration).timeout.connect(func():
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get_tree().create_timer(duration).timeout.connect(func():
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if is_instance_valid(spin_tween): spin_tween.kill()
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if is_instance_valid(spin_tween):
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if is_instance_valid(projectile): projectile.queue_free()
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spin_tween.kill()
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if is_instance_valid(projectile):
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projectile.queue_free()
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)
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)
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func can_rpc() -> bool:
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func can_rpc() -> bool:
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