Mine debug.
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@ -1,6 +1,8 @@
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extends Node2D
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var shootingTime = 0
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var bulletSpeed = 0
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var hitpoint = 0
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var follower = false
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var target = null
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@ -25,6 +27,8 @@ func _process(delta: float) -> void:
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func set_properties() -> void:
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if self.name.contains("ArcherTower"):
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get_node("Timer").wait_time = 0.8
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bulletSpeed = 400
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hitpoint = 50
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func get_if_moving_state():
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@ -36,11 +40,12 @@ func _input(event):
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follower = false
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func choose_target(body : Node2D) -> void:
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var surroinding_enemies = get_node("CharacterBody2D/Area2D").get_overlapping_bodies()
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target = surroinding_enemies[0]
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for i in surroinding_enemies:
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if i.get_parent().get_progress() > target.get_parent().get_progress():
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target = i
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if not follower:
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var surroinding_enemies = get_node("CharacterBody2D/Area2D").get_overlapping_bodies()
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target = surroinding_enemies[0]
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for i in surroinding_enemies:
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if i.get_parent().get_progress() > target.get_parent().get_progress():
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target = i
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pass
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func shoot() -> void:
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@ -48,8 +53,8 @@ func shoot() -> void:
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if self.name.contains("ArcherTower"):
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var arrow = ARROW.instantiate()
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arrow.position = self.position
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arrow.set_speed(250)
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arrow.set_speed(bulletSpeed)
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arrow.set_targe(target)
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arrow.set_hitpoint(50)
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arrow.set_hitpoint(hitpoint)
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get_parent().add_child(arrow)
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pass
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