Reworked weapons and projectiles
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@@ -18,11 +18,6 @@ func _physics_process(delta: float) -> void:
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shoot()
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func _add_weapon(weapon: AbstractWeapon, weapon_position: Vector2) -> void:
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super._add_weapon(weapon, weapon_position)
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weapon.set_belonging(AbstractWeapon.Belonging.ENEMY)
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func _on_visible_on_screen_notifier_2d_screen_entered() -> void:
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is_on_screen = true
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@@ -42,12 +37,6 @@ func _set_enemy_data(data: EnemyData) -> void:
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positions.remove_at(0)
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for i in range(min(enemy_data.weapon_count, positions.size())):
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var weapon : AbstractWeapon = enemy_data.weapon.scene.instantiate()
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_add_weapon(weapon, weapon_positions[i])
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func _create_weapon(weapon_id : String) -> AbstractWeapon:
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var weapon_scene : PackedScene = load(WEAPON_SCENES[weapon_id])
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var weapon : AbstractWeapon = weapon_scene.instantiate()
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weapon_type = weapon.type
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return weapon
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var weapon_scene := enemy_data.weapon.enemy_scene
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var weapon : AbstractWeapon = weapon_scene.instantiate()
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_add_weapon(weapon, positions[i])
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