Fixed turret rotation for y-wing, added test function for attacking, do not run as asset for blaster bolts is not added it WILL Crash!
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@@ -26,6 +26,7 @@ var main_cannon = true
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#can turret fire? (rate of fire control)
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var turret_cannon = true
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var firing_solution = null
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var target_area = null
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#reset raycast, setup settings
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@@ -49,10 +50,11 @@ func _physics_process(delta):
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mainCannonFire.start()
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aim_turret(delta)
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if target_ray.is_colliding() and target_ray.get_colldier() is player:
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if target_ray.is_colliding and target_ray.get_collider() is player:
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if turret_cannon == true:
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fire_turret(firing_solution)
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fire_turret(turret_muzzle,firing_solution,target_area)
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turret_timer.start()
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turret_cannon = false
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#func aim_turret(delta):
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#var target : Vector2 = player.global_position
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@@ -86,9 +88,10 @@ func aim_turret(delta):
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#turret.set_rotation(atan2(turret_pos.x - target.x, turret_pos.y - target_pos.y))
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turret.set_rotation(atan2(target.y - turret_pos.y, target.x - turret_pos.x)-90*(PI/180))
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firing_solution = atan2(target.y - turret_pos.y, target.x - turret_pos.x)-90*(PI/180)
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target_area = target_pos
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func fire_turret(rotation):
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pass
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func fire_turret(location,rotation,target_area):
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get_tree().current_scene.firey_wingturret(location,rotation,target_area)
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@@ -127,3 +130,7 @@ func _on_death_timer_timeout():
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func _on_area_entered(area):
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if area is player:
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area.take_damage(1)
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func _on_refire_timer_2_timeout():
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turret_cannon = true
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