Commit f9a6f885 authored by Gavin An's avatar Gavin An

타입 지정

parent cf01f34a
...@@ -192,9 +192,9 @@ func _cast_skill_q() -> bool: ...@@ -192,9 +192,9 @@ func _cast_skill_q() -> bool:
# 이펙트 연출 # 이펙트 연출
if _selection_ring: if _selection_ring:
var mat = _selection_ring.mesh.material as StandardMaterial3D var mat: StandardMaterial3D = _selection_ring.mesh.material as StandardMaterial3D
if mat: if mat:
var tween = create_tween() var tween: Tween = create_tween()
tween.tween_property(mat, "emission_energy_multiplier", 12.0, 0.1) tween.tween_property(mat, "emission_energy_multiplier", 12.0, 0.1)
tween.tween_property(mat, "emission_energy_multiplier", 3.0, 0.4) tween.tween_property(mat, "emission_energy_multiplier", 3.0, 0.4)
...@@ -206,7 +206,7 @@ func _cast_skill_w() -> bool: ...@@ -206,7 +206,7 @@ func _cast_skill_w() -> bool:
print("Dwarf Cast W: Battle Haste activated!") print("Dwarf Cast W: Battle Haste activated!")
var affected_units: Array[Node] = [] var affected_units: Array[Node] = []
var all_units = get_tree().get_nodes_in_group("units") var all_units: Array[Node] = get_tree().get_nodes_in_group("units")
for unit: Node in all_units: for unit: Node in all_units:
if is_instance_valid(unit) and unit is Node3D and unit != self: if is_instance_valid(unit) and unit is Node3D and unit != self:
...@@ -227,9 +227,9 @@ func _cast_skill_w() -> bool: ...@@ -227,9 +227,9 @@ func _cast_skill_w() -> bool:
# 비주얼 스파크 효과 # 비주얼 스파크 효과
if _selection_ring_outer: if _selection_ring_outer:
var mat = _selection_ring_outer.mesh.material as StandardMaterial3D var mat: StandardMaterial3D = _selection_ring_outer.mesh.material as StandardMaterial3D
if mat: if mat:
var tween = create_tween() var tween: Tween = create_tween()
tween.tween_property(mat, "emission_energy_multiplier", 8.0, 0.2) tween.tween_property(mat, "emission_energy_multiplier", 8.0, 0.2)
tween.tween_property(mat, "emission_energy_multiplier", 2.0, 0.5) tween.tween_property(mat, "emission_energy_multiplier", 2.0, 0.5)
...@@ -240,12 +240,12 @@ func _cast_skill_w() -> bool: ...@@ -240,12 +240,12 @@ func _cast_skill_w() -> bool:
func _cast_skill_e() -> bool: func _cast_skill_e() -> bool:
print("Dwarf Cast E: Thunder Clap triggered!") print("Dwarf Cast E: Thunder Clap triggered!")
var monsters = get_tree().get_nodes_in_group("monsters") var monsters: Array[Node] = get_tree().get_nodes_in_group("monsters")
var damage_amount: float = unit_data.damage * 1.5 var damage_amount: float = unit_data.damage * 1.5
for monster: Node in monsters: for monster: Node in monsters:
if is_instance_valid(monster) and monster is Node3D: if is_instance_valid(monster) and monster is Node3D:
var m_3d = monster as Node3D var m_3d: Node3D = monster as Node3D
var dist: float = global_position.distance_to(m_3d.global_position) var dist: float = global_position.distance_to(m_3d.global_position)
if dist <= 8.0: if dist <= 8.0:
if m_3d.has_method("take_damage"): if m_3d.has_method("take_damage"):
...@@ -255,7 +255,7 @@ func _cast_skill_e() -> bool: ...@@ -255,7 +255,7 @@ func _cast_skill_e() -> bool:
var orig_speed: float = m_3d.get("speed") var orig_speed: float = m_3d.get("speed")
m_3d.set("speed", orig_speed * 0.5) m_3d.set("speed", orig_speed * 0.5)
var m_ref = m_3d var m_ref: Node3D = m_3d
get_tree().create_timer(3.0).timeout.connect(func() -> void: get_tree().create_timer(3.0).timeout.connect(func() -> void:
if is_instance_valid(m_ref) and not m_ref.get("is_dead"): if is_instance_valid(m_ref) and not m_ref.get("is_dead"):
m_ref.set("speed", orig_speed) m_ref.set("speed", orig_speed)
...@@ -263,14 +263,14 @@ func _cast_skill_e() -> bool: ...@@ -263,14 +263,14 @@ func _cast_skill_e() -> bool:
# 천둥소리 느낌의 이중 링 파동 연출 # 천둥소리 느낌의 이중 링 파동 연출
if _selection_ring and _selection_ring_outer: if _selection_ring and _selection_ring_outer:
var mat1 = _selection_ring.mesh.material as StandardMaterial3D var mat1: StandardMaterial3D = _selection_ring.mesh.material as StandardMaterial3D
var mat2 = _selection_ring_outer.mesh.material as StandardMaterial3D var mat2: StandardMaterial3D = _selection_ring_outer.mesh.material as StandardMaterial3D
if mat1 and mat2: if mat1 and mat2:
var tween = create_tween().set_parallel(true) var tween: Tween = create_tween().set_parallel(true)
tween.tween_property(mat1, "emission_energy_multiplier", 15.0, 0.15) tween.tween_property(mat1, "emission_energy_multiplier", 15.0, 0.15)
tween.tween_property(mat2, "emission_energy_multiplier", 15.0, 0.15) tween.tween_property(mat2, "emission_energy_multiplier", 15.0, 0.15)
var tween_back = create_tween().set_parallel(true) var tween_back: Tween = create_tween().set_parallel(true)
tween_back.tween_property(mat1, "emission_energy_multiplier", 3.0, 0.6) tween_back.tween_property(mat1, "emission_energy_multiplier", 3.0, 0.6)
tween_back.tween_property(mat2, "emission_energy_multiplier", 2.0, 0.6) tween_back.tween_property(mat2, "emission_energy_multiplier", 2.0, 0.6)
...@@ -290,12 +290,12 @@ func _cast_skill_r() -> bool: ...@@ -290,12 +290,12 @@ func _cast_skill_r() -> bool:
# 공격력 2배 상향 및 1.8배로 크기 확장 # 공격력 2배 상향 및 1.8배로 크기 확장
unit_data.damage = _original_damage * 2.0 unit_data.damage = _original_damage * 2.0
var tween = create_tween().set_parallel(true) var tween: Tween = create_tween().set_parallel(true)
tween.tween_property(self, "scale", _original_scale * 1.8, 0.5) tween.tween_property(self, "scale", _original_scale * 1.8, 0.5)
# 레벨업 효과 발광 극대화 # 레벨업 효과 발광 극대화
if _selection_ring_outer: if _selection_ring_outer:
var mat = _selection_ring_outer.mesh.material as StandardMaterial3D var mat: StandardMaterial3D = _selection_ring_outer.mesh.material as StandardMaterial3D
if mat: if mat:
tween.tween_property(mat, "emission_energy_multiplier", 12.0, 0.5) tween.tween_property(mat, "emission_energy_multiplier", 12.0, 0.5)
...@@ -305,11 +305,11 @@ func _cast_skill_r() -> bool: ...@@ -305,11 +305,11 @@ func _cast_skill_r() -> bool:
if unit_data: if unit_data:
unit_data.damage = _original_damage unit_data.damage = _original_damage
var tween_back = create_tween().set_parallel(true) var tween_back: Tween = create_tween().set_parallel(true)
tween_back.tween_property(self, "scale", _original_scale, 0.5) tween_back.tween_property(self, "scale", _original_scale, 0.5)
if _selection_ring_outer: if _selection_ring_outer:
var mat = _selection_ring_outer.mesh.material as StandardMaterial3D var mat: StandardMaterial3D = _selection_ring_outer.mesh.material as StandardMaterial3D
if mat: if mat:
tween_back.tween_property(mat, "emission_energy_multiplier", 2.0, 0.5) tween_back.tween_property(mat, "emission_energy_multiplier", 2.0, 0.5)
......
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