extends AbstractWeapon @onready var sprite : AnimatedSprite2D = $AnimatedSprite2D @onready var cooldown_timer : Timer = $CooldownTimer @onready var shot_particles : GPUParticles2D = $ShotParticles @onready var shell_particles : GPUParticles2D = $ShellParticles func set_belonging(belonging: Belonging) -> void: super.set_belonging(belonging) _init_particles() sprite.play(PREFIXES[_belonging] + IDLE_POSTFIX) func shoot(ship_velocity: Vector2) -> bool: var is_shot := super.shoot(ship_velocity) if is_shot: sprite.play(PREFIXES[_belonging] + SHOT_POSTFIX) _can_shoot = false cooldown_timer.start() _restart_particles() return is_shot func _init_particles() -> void: const SHOT_OFFSET_X = 11 const SHELL_OFFSET_X = -8 const SHELL_OFFSET_Y = 1 match _belonging: Belonging.PLAYER: shot_particles.process_material.emission_shape_offset.x = SHOT_OFFSET_X shot_particles.process_material.direction = Vector3.RIGHT shell_particles.process_material.emission_shape_offset.x = SHELL_OFFSET_X shell_particles.process_material.emission_shape_offset.y = SHELL_OFFSET_Y shell_particles.process_material.direction = Vector3.UP Belonging.ENEMY: shot_particles.process_material.emission_shape_offset.x = -SHOT_OFFSET_X shot_particles.process_material.direction = Vector3.LEFT shell_particles.process_material.emission_shape_offset.x = -SHELL_OFFSET_X shell_particles.process_material.emission_shape_offset.y = -SHELL_OFFSET_Y shell_particles.process_material.direction = Vector3.DOWN func _restart_particles() -> void: shot_particles.restart() shell_particles.restart() func _on_animated_sprite_2d_animation_finished() -> void: sprite.play(PREFIXES[_belonging] + IDLE_POSTFIX) func _on_cooldown_timer_timeout() -> void: _can_shoot = true