extends Node3D class_name CandyCannonController @export var is_static_turret: bool = true @onready var ring1 = $Ring1 if has_node("Ring1") else null @onready var ring2 = $Ring2 if has_node("Ring2") else null @onready var ring3 = $Ring3 if has_node("Ring3") else null @onready var tank = $Tank if has_node("Tank") else null func _ready() -> void: _apply_outline_recursive(self) func _apply_outline_recursive(node: Node) -> void: if node is MeshInstance3D and node.mesh: # Some procedural meshes might not have get_surface_count or it might be 1. # If the mesh has material_override, apply outline to that if node.material_override and node.material_override is StandardMaterial3D: var mat = node.material_override if not mat.next_pass: var outline_mat = ShaderMaterial.new() outline_mat.shader = load("res://assets/shaders/outline3d.gdshader") mat.next_pass = outline_mat else: for i in range(node.mesh.get_surface_count()): var mat = node.get_active_material(i) if mat: if not mat.next_pass: var unique_mat = mat.duplicate() var outline_mat = ShaderMaterial.new() outline_mat.shader = load("res://assets/shaders/outline3d.gdshader") unique_mat.next_pass = outline_mat node.set_surface_override_material(i, unique_mat) if node is GPUParticles3D and node.draw_pass_1 and node.draw_pass_1.material: var mat = node.draw_pass_1.material if not mat.next_pass: var outline_mat = ShaderMaterial.new() outline_mat.shader = load("res://assets/shaders/outline3d.gdshader") mat.next_pass = outline_mat for child in node.get_children(): _apply_outline_recursive(child) func _process(delta: float) -> void: if ring1: ring1.rotate_y(delta * 1.5) if ring2: ring2.rotate_x(delta * -1.0) if ring3: ring3.rotate_z(delta * 1.2) if tank and tank.mesh and tank.mesh.material: var mat = tank.mesh.material as StandardMaterial3D if mat: # Gentle pulse of the candy tank var pulse = (sin(Time.get_ticks_msec() / 300.0) + 1.0) * 0.5 mat.emission_energy_multiplier = 1.0 + (pulse * 2.0) @rpc("authority", "call_local", "reliable") func play_animation_rpc(anim_name: String) -> void: # Stub for future model animations pass func spawn_projectile(target_world_pos: Vector3, duration: float) -> void: var projectile = MeshInstance3D.new() var sphere = SphereMesh.new() sphere.radius = 0.3 sphere.height = 0.6 projectile.mesh = sphere var mat = StandardMaterial3D.new() mat.albedo_color = Color(1.0, 0.4, 0.8) # Candy pink for Gauntlet mat.emission_enabled = true mat.emission = Color(1.0, 0.4, 0.8) mat.emission_energy_multiplier = 3.0 projectile.material_override = mat projectile.top_level = true add_child(projectile) # Start projectile slightly above the cannon center projectile.global_position = global_position + Vector3(0, 3.0, 0) var tween = create_tween() if not tween: projectile.queue_free() return # VFX trail var particles = GPUParticles3D.new() var pmat = ParticleProcessMaterial.new() pmat.emission_shape = ParticleProcessMaterial.EMISSION_SHAPE_SPHERE pmat.emission_sphere_radius = 0.3 pmat.gravity = Vector3(0, 0, 0) pmat.scale_min = 0.1 pmat.scale_max = 0.3 particles.process_material = pmat var pmesh = SphereMesh.new() pmesh.radius = 0.1 pmesh.height = 0.2 var spatial_mat = StandardMaterial3D.new() spatial_mat.albedo_color = Color(1.0, 0.6, 0.9) spatial_mat.emission_enabled = true spatial_mat.emission = Color(1.0, 0.6, 0.9) pmesh.material = spatial_mat particles.draw_pass_1 = pmesh particles.amount = 16 particles.lifetime = 0.4 projectile.add_child(particles) _apply_outline_recursive(projectile) tween.set_parallel(true) tween.tween_property(projectile, "global_position:x", target_world_pos.x, duration).set_trans(Tween.TRANS_LINEAR) tween.tween_property(projectile, "global_position:z", target_world_pos.z, duration).set_trans(Tween.TRANS_LINEAR) var mid_y = max(global_position.y, target_world_pos.y) + 4.0 var tween_y = create_tween() # Important: Make sure both halves of the y-tween together equal `duration` tween_y.tween_property(projectile, "global_position:y", mid_y, duration / 2.0).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_OUT) tween_y.tween_property(projectile, "global_position:y", target_world_pos.y, duration / 2.0).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_IN) # Add some spin to the projectile var spin_tween = create_tween() spin_tween.set_loops() spin_tween.tween_property(projectile, "rotation", Vector3(PI*2, PI*2, PI*2), 0.5).as_relative() # 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 # 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 get_tree().create_timer(duration).timeout.connect(func(): if is_instance_valid(spin_tween): spin_tween.kill() if is_instance_valid(projectile): projectile.queue_free() ) func can_rpc() -> bool: if not multiplayer.has_multiplayer_peer(): return false return multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED