dirt-racer/docs/html/classgodot_1_1Turret.html
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<li class="navelem"><a class="el" href="namespacegodot.html">godot</a></li><li class="navelem"><a class="el" href="classgodot_1_1Turret.html">Turret</a></li> </ul>
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<a href="#pub-methods">Public Member Functions</a> &#124;
<a href="#pri-methods">Private Member Functions</a> &#124;
<a href="#pri-static-methods">Static Private Member Functions</a> &#124;
<a href="#pri-attribs">Private Attributes</a> &#124;
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<div class="headertitle"><div class="title">godot::Turret Class Reference</div></div>
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<p>Generic turret class with the ability to target any type of node as configured. Used for both the player's roof turret pickup and the enemy turrets.
<a href="classgodot_1_1Turret.html#details">More...</a></p>
<p><code>#include &lt;<a class="el" href="turret_8hpp_source.html">turret.hpp</a>&gt;</code></p>
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Inheritance diagram for godot::Turret:</div>
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<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="pub-methods" name="pub-methods"></a>
Public Member Functions</h2></td></tr>
<tr class="memitem:aee66c37feeca486efca530be51050168"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Turret.html#aee66c37feeca486efca530be51050168">_enter_tree</a> () override</td></tr>
<tr class="memdesc:aee66c37feeca486efca530be51050168"><td class="mdescLeft">&#160;</td><td class="mdescRight">Freeze physics and connect awareness observers. Fetch child nodes and initialize them. Update current awareness. <br /></td></tr>
<tr class="separator:aee66c37feeca486efca530be51050168"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a0c3e4435e974377f167be4ca59af14d6"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Turret.html#a0c3e4435e974377f167be4ca59af14d6">_process</a> (double delta_time) override</td></tr>
<tr class="memdesc:a0c3e4435e974377f167be4ca59af14d6"><td class="mdescLeft">&#160;</td><td class="mdescRight">Update state machine. Update gun node position. <br /></td></tr>
<tr class="separator:a0c3e4435e974377f167be4ca59af14d6"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a8800691cb605216b316f701deb0286b3"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Turret.html#a8800691cb605216b316f701deb0286b3">awareness_changed</a> ()</td></tr>
<tr class="memdesc:a8800691cb605216b316f701deb0286b3"><td class="mdescLeft">&#160;</td><td class="mdescRight">Check if a new target needs to be found. Find a new target if required. <br /></td></tr>
<tr class="separator:a8800691cb605216b316f701deb0286b3"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a1a8de5b607d4ad18bb6f48fbdcfed1ed"><td class="memItemLeft" align="right" valign="top">Node3D *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Turret.html#a1a8de5b607d4ad18bb6f48fbdcfed1ed">select_target</a> ()</td></tr>
<tr class="memdesc:a1a8de5b607d4ad18bb6f48fbdcfed1ed"><td class="mdescLeft">&#160;</td><td class="mdescRight">Select a target from the currently known nodes. <br /></td></tr>
<tr class="separator:a1a8de5b607d4ad18bb6f48fbdcfed1ed"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a5e332ebb89af7613ac7109cf3d3dc8f5"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Turret.html#a5e332ebb89af7613ac7109cf3d3dc8f5">lead_target</a> (double delta_time)</td></tr>
<tr class="memdesc:a5e332ebb89af7613ac7109cf3d3dc8f5"><td class="mdescLeft">&#160;</td><td class="mdescRight">Aim ahead of the current target. <br /></td></tr>
<tr class="separator:a5e332ebb89af7613ac7109cf3d3dc8f5"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a26d28cddd63a2dedc293777896e9f874"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Turret.html#a26d28cddd63a2dedc293777896e9f874">detect_node</a> (Node3D *node)</td></tr>
<tr class="memdesc:a26d28cddd63a2dedc293777896e9f874"><td class="mdescLeft">&#160;</td><td class="mdescRight">Become aware of a node in the awareness area. <br /></td></tr>
<tr class="separator:a26d28cddd63a2dedc293777896e9f874"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a56c437c0fddc83973cee570871880ce6"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Turret.html#a56c437c0fddc83973cee570871880ce6">lose_node</a> (Node3D *node)</td></tr>
<tr class="memdesc:a56c437c0fddc83973cee570871880ce6"><td class="mdescLeft">&#160;</td><td class="mdescRight">Lose track of a node exiting the awareness area. <br /></td></tr>
<tr class="separator:a56c437c0fddc83973cee570871880ce6"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:abfda8eda3603b153c769225f37c4fb87"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Turret.html#abfda8eda3603b153c769225f37c4fb87">try_next_state</a> ()</td></tr>
<tr class="memdesc:abfda8eda3603b153c769225f37c4fb87"><td class="mdescLeft">&#160;</td><td class="mdescRight">Try transition to the next state if possible. <br /></td></tr>
<tr class="separator:abfda8eda3603b153c769225f37c4fb87"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af18bc204b9587ea8c3056e9a2b6047c2"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Turret.html#af18bc204b9587ea8c3056e9a2b6047c2">create_beam</a> ()</td></tr>
<tr class="memdesc:af18bc204b9587ea8c3056e9a2b6047c2"><td class="mdescLeft">&#160;</td><td class="mdescRight">Create a damaging beam. <br /></td></tr>
<tr class="separator:af18bc204b9587ea8c3056e9a2b6047c2"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:acd178212d2cc5933449ea288d8e5c00a"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Turret.html#acd178212d2cc5933449ea288d8e5c00a">create_guiding_beam</a> ()</td></tr>
<tr class="memdesc:acd178212d2cc5933449ea288d8e5c00a"><td class="mdescLeft">&#160;</td><td class="mdescRight">Create a non-damaging guiding beam. <br /></td></tr>
<tr class="separator:acd178212d2cc5933449ea288d8e5c00a"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a5a250405fb8472a5482ca9e9897e8480"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Turret.html#a5a250405fb8472a5482ca9e9897e8480">beam_ended</a> ()</td></tr>
<tr class="memdesc:a5a250405fb8472a5482ca9e9897e8480"><td class="mdescLeft">&#160;</td><td class="mdescRight">End the fire state. <br /></td></tr>
<tr class="separator:a5a250405fb8472a5482ca9e9897e8480"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa5d2fd1e314c0b59fe1fa303bf40b409"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Turret.html#aa5d2fd1e314c0b59fe1fa303bf40b409">set_fire_time</a> (float val)</td></tr>
<tr class="memdesc:aa5d2fd1e314c0b59fe1fa303bf40b409"><td class="mdescLeft">&#160;</td><td class="mdescRight">The duration of the damaging lazer. <br /></td></tr>
<tr class="separator:aa5d2fd1e314c0b59fe1fa303bf40b409"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a18b61d35a015232e0dc97c94e646a3fb"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Turret.html#a18b61d35a015232e0dc97c94e646a3fb">get_fire_time</a> () const</td></tr>
<tr class="memdesc:a18b61d35a015232e0dc97c94e646a3fb"><td class="mdescLeft">&#160;</td><td class="mdescRight">The duration of the damaging lazer. <br /></td></tr>
<tr class="separator:a18b61d35a015232e0dc97c94e646a3fb"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a07ed2800d85c389b6e9a471f84a545d1"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Turret.html#a07ed2800d85c389b6e9a471f84a545d1">set_charge_time</a> (float val)</td></tr>
<tr class="memdesc:a07ed2800d85c389b6e9a471f84a545d1"><td class="mdescLeft">&#160;</td><td class="mdescRight">The duration of the guiding lazer. <br /></td></tr>
<tr class="separator:a07ed2800d85c389b6e9a471f84a545d1"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a7ca69c2cfcebf3b8aa98cc2b6bb9f1ac"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Turret.html#a7ca69c2cfcebf3b8aa98cc2b6bb9f1ac">get_charge_time</a> () const</td></tr>
<tr class="memdesc:a7ca69c2cfcebf3b8aa98cc2b6bb9f1ac"><td class="mdescLeft">&#160;</td><td class="mdescRight">The duration of the guiding lazer. <br /></td></tr>
<tr class="separator:a7ca69c2cfcebf3b8aa98cc2b6bb9f1ac"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a17eb54143372cfe670b7d63d06620042"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Turret.html#a17eb54143372cfe670b7d63d06620042">set_lock_time</a> (float val)</td></tr>
<tr class="memdesc:a17eb54143372cfe670b7d63d06620042"><td class="mdescLeft">&#160;</td><td class="mdescRight">The delay between firing and charging the next shot. <br /></td></tr>
<tr class="separator:a17eb54143372cfe670b7d63d06620042"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a1f31cc180aeb7b9ef258022c3427b4af"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Turret.html#a1f31cc180aeb7b9ef258022c3427b4af">get_lock_time</a> () const</td></tr>
<tr class="memdesc:a1f31cc180aeb7b9ef258022c3427b4af"><td class="mdescLeft">&#160;</td><td class="mdescRight">The delay between firing and charging the next shot. <br /></td></tr>
<tr class="separator:a1f31cc180aeb7b9ef258022c3427b4af"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:abfd0054b4d85bcb6503cea7206cb40df"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Turret.html#abfd0054b4d85bcb6503cea7206cb40df">set_invert_targets</a> (bool value)</td></tr>
<tr class="memdesc:abfd0054b4d85bcb6503cea7206cb40df"><td class="mdescLeft">&#160;</td><td class="mdescRight">Set to true to target everything but the attack_classes. <br /></td></tr>
<tr class="separator:abfd0054b4d85bcb6503cea7206cb40df"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a82116707799507ebd977d3490f9453c5"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Turret.html#a82116707799507ebd977d3490f9453c5">set_attack_classes</a> (Array array)</td></tr>
<tr class="memdesc:a82116707799507ebd977d3490f9453c5"><td class="mdescLeft">&#160;</td><td class="mdescRight">Set the node classes to attack while invert_targets is false. <br /></td></tr>
<tr class="separator:a82116707799507ebd977d3490f9453c5"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a6668d9cc468aa858d37cca944b574e09"><td class="memItemLeft" align="right" valign="top">Array&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Turret.html#a6668d9cc468aa858d37cca944b574e09">get_attack_classes</a> () const</td></tr>
<tr class="memdesc:a6668d9cc468aa858d37cca944b574e09"><td class="mdescLeft">&#160;</td><td class="mdescRight">Set the node classes to attack while invert_targets is false. <br /></td></tr>
<tr class="separator:a6668d9cc468aa858d37cca944b574e09"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af1bd9ee62826920396b768922d0e8f86"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Turret.html#af1bd9ee62826920396b768922d0e8f86">set_beam_scene</a> (Ref&lt; PackedScene &gt; scene)</td></tr>
<tr class="memdesc:af1bd9ee62826920396b768922d0e8f86"><td class="mdescLeft">&#160;</td><td class="mdescRight">Set the scene to spawn when firing. <br /></td></tr>
<tr class="separator:af1bd9ee62826920396b768922d0e8f86"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a87dde1ebc42cbba4f8217436c90a3077"><td class="memItemLeft" align="right" valign="top">Ref&lt; PackedScene &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Turret.html#a87dde1ebc42cbba4f8217436c90a3077">get_beam_scene</a> () const</td></tr>
<tr class="memdesc:a87dde1ebc42cbba4f8217436c90a3077"><td class="mdescLeft">&#160;</td><td class="mdescRight">Set the scene to spawn when firing. <br /></td></tr>
<tr class="separator:a87dde1ebc42cbba4f8217436c90a3077"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af45895907abdbc917f4ead396013bab2"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Turret.html#af45895907abdbc917f4ead396013bab2">set_guiding_beam_scene</a> (Ref&lt; PackedScene &gt; scene)</td></tr>
<tr class="memdesc:af45895907abdbc917f4ead396013bab2"><td class="mdescLeft">&#160;</td><td class="mdescRight">Set the scene to spawn when charging. <br /></td></tr>
<tr class="separator:af45895907abdbc917f4ead396013bab2"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ad7e893d62dee44d60efca034312f2c5c"><td class="memItemLeft" align="right" valign="top">Ref&lt; PackedScene &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Turret.html#ad7e893d62dee44d60efca034312f2c5c">get_guiding_beam_scene</a> () const</td></tr>
<tr class="memdesc:ad7e893d62dee44d60efca034312f2c5c"><td class="mdescLeft">&#160;</td><td class="mdescRight">Set the scene to spawn when charging. <br /></td></tr>
<tr class="separator:ad7e893d62dee44d60efca034312f2c5c"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="pri-methods" name="pri-methods"></a>
Private Member Functions</h2></td></tr>
<tr class="memitem:a1dda07f310d4e8eddfe55c184faf7fd5"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Turret.html#a1dda07f310d4e8eddfe55c184faf7fd5">GDCLASS</a> (<a class="el" href="classgodot_1_1Turret.html">Turret</a>, RigidBody3D)</td></tr>
<tr class="separator:a1dda07f310d4e8eddfe55c184faf7fd5"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="pri-static-methods" name="pri-static-methods"></a>
Static Private Member Functions</h2></td></tr>
<tr class="memitem:aa700073e14b86fe43ca67af34b219d3d"><td class="memItemLeft" align="right" valign="top">static void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Turret.html#aa700073e14b86fe43ca67af34b219d3d">_bind_methods</a> ()</td></tr>
<tr class="memdesc:aa700073e14b86fe43ca67af34b219d3d"><td class="mdescLeft">&#160;</td><td class="mdescRight">register editor properties <br /></td></tr>
<tr class="separator:aa700073e14b86fe43ca67af34b219d3d"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="pri-attribs" name="pri-attribs"></a>
Private Attributes</h2></td></tr>
<tr class="memitem:aaf143bb7d4591b45f9974ac24d6f9829"><td class="memItemLeft" align="right" valign="top">Node3D *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Turret.html#aaf143bb7d4591b45f9974ac24d6f9829">current_target</a> {nullptr}</td></tr>
<tr class="memdesc:aaf143bb7d4591b45f9974ac24d6f9829"><td class="mdescLeft">&#160;</td><td class="mdescRight">The current target node. <br /></td></tr>
<tr class="separator:aaf143bb7d4591b45f9974ac24d6f9829"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a8f439e2a74ce6df1c01a82bf9b51d8ab"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Turret.html#a8f439e2a74ce6df1c01a82bf9b51d8ab">invert_attack_classes</a> {false}</td></tr>
<tr class="memdesc:a8f439e2a74ce6df1c01a82bf9b51d8ab"><td class="mdescLeft">&#160;</td><td class="mdescRight">If true, target classes not in attack_classes. <br /></td></tr>
<tr class="separator:a8f439e2a74ce6df1c01a82bf9b51d8ab"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:addd9e0435994ff5e7599ac4981ac689a"><td class="memItemLeft" align="right" valign="top">Vector3&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Turret.html#addd9e0435994ff5e7599ac4981ac689a">aim_position</a> {0.f, 0.f, 0.f}</td></tr>
<tr class="memdesc:addd9e0435994ff5e7599ac4981ac689a"><td class="mdescLeft">&#160;</td><td class="mdescRight">Position currently being aimed at. <br /></td></tr>
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<tr class="memitem:a4c96b6a970f8df2b64782a6eadaebbc9"><td class="memItemLeft" align="right" valign="top">Vector3&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Turret.html#a4c96b6a970f8df2b64782a6eadaebbc9">last_target_position</a> {0.f, 0.f, 0.f}</td></tr>
<tr class="memdesc:a4c96b6a970f8df2b64782a6eadaebbc9"><td class="mdescLeft">&#160;</td><td class="mdescRight">Position of the current_target on the last frame. <br /></td></tr>
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<tr class="memitem:a7ae4a30f81a986c4e15bb9855a5dc848"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Turret.html#a7ae4a30f81a986c4e15bb9855a5dc848">last_state_switch</a> {0.f}</td></tr>
<tr class="memdesc:a7ae4a30f81a986c4e15bb9855a5dc848"><td class="mdescLeft">&#160;</td><td class="mdescRight">Last time the state was changed. <br /></td></tr>
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<tr class="memitem:a7dd5cec41abf769e6ed38f58b0b37c53"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Turret.html#a7dd5cec41abf769e6ed38f58b0b37c53">lead_distance</a> {1.2f}</td></tr>
<tr class="memdesc:a7dd5cec41abf769e6ed38f58b0b37c53"><td class="mdescLeft">&#160;</td><td class="mdescRight">Distance ahead of target to aim. <br /></td></tr>
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<tr class="memitem:acfa268cff6f38495a97865ef023d8bf5"><td class="memItemLeft" align="right" valign="top">Node3D *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Turret.html#acfa268cff6f38495a97865ef023d8bf5">gun_node</a> {nullptr}</td></tr>
<tr class="memdesc:acfa268cff6f38495a97865ef023d8bf5"><td class="mdescLeft">&#160;</td><td class="mdescRight">The child node representing the gun. <br /></td></tr>
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<tr class="memitem:a8622c76ce76f4319a84606d9b92da9c9"><td class="memItemLeft" align="right" valign="top">Vector3&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Turret.html#a8622c76ce76f4319a84606d9b92da9c9">gun_node_offset</a> {0.f, 0.f, 0.f}</td></tr>
<tr class="memdesc:a8622c76ce76f4319a84606d9b92da9c9"><td class="mdescLeft">&#160;</td><td class="mdescRight">Position offset of the gun. <br /></td></tr>
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<tr class="memitem:a2d7124dcd83508786ed564ec43dbb3cd"><td class="memItemLeft" align="right" valign="top"><a class="el" href="namespacegodot.html#a3cd92b37d0033cac5c3398a9764c36d2">TurretState</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Turret.html#a2d7124dcd83508786ed564ec43dbb3cd">state</a> {<a class="el" href="namespacegodot.html#a3cd92b37d0033cac5c3398a9764c36d2a1869d56535e8b1449a6da54ff5e11f50">TurretState::WAITING</a>}</td></tr>
<tr class="memdesc:a2d7124dcd83508786ed564ec43dbb3cd"><td class="mdescLeft">&#160;</td><td class="mdescRight">Current state-machine state of the turret. <br /></td></tr>
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<tr class="memitem:ae3faf1d0df6b9ee78416a798aabf76b4"><td class="memItemLeft" align="right" valign="top">Vector&lt; StringName &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Turret.html#ae3faf1d0df6b9ee78416a798aabf76b4">attack_classes</a> {}</td></tr>
<tr class="memdesc:ae3faf1d0df6b9ee78416a798aabf76b4"><td class="mdescLeft">&#160;</td><td class="mdescRight">Names of classes to attack. <br /></td></tr>
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<tr class="memitem:a322bc108ad7516ba01c46b8621675c7c"><td class="memItemLeft" align="right" valign="top">HashSet&lt; Node3D * &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Turret.html#a322bc108ad7516ba01c46b8621675c7c">awareness</a> {}</td></tr>
<tr class="memdesc:a322bc108ad7516ba01c46b8621675c7c"><td class="mdescLeft">&#160;</td><td class="mdescRight">Set of all nodes the turret is currently aware of. <br /></td></tr>
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<tr class="memitem:a231d997f67a532632c5679fd43810cf2"><td class="memItemLeft" align="right" valign="top">Ref&lt; PackedScene &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Turret.html#a231d997f67a532632c5679fd43810cf2">beam_scene</a> {}</td></tr>
<tr class="memdesc:a231d997f67a532632c5679fd43810cf2"><td class="mdescLeft">&#160;</td><td class="mdescRight">Scene to spawn when firing. <br /></td></tr>
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<tr class="memitem:a049831af2172565dc4c896e1be063e1f"><td class="memItemLeft" align="right" valign="top">Ref&lt; PackedScene &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Turret.html#a049831af2172565dc4c896e1be063e1f">guiding_beam_scene</a> {}</td></tr>
<tr class="memdesc:a049831af2172565dc4c896e1be063e1f"><td class="mdescLeft">&#160;</td><td class="mdescRight">Scene to spawn when charging. <br /></td></tr>
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<tr class="memitem:a3835c1d8d0b42b5ef45a69b42958fa07"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Turret.html#a3835c1d8d0b42b5ef45a69b42958fa07">fire_time</a> {1.0f}</td></tr>
<tr class="separator:a3835c1d8d0b42b5ef45a69b42958fa07"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af024cef41034759fcc5eecf3d15d12c6"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Turret.html#af024cef41034759fcc5eecf3d15d12c6">charge_time</a> {1.f}</td></tr>
<tr class="separator:af024cef41034759fcc5eecf3d15d12c6"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:acefd40ef2c6a6989e67fcc926bc29b54"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgodot_1_1Turret.html#acefd40ef2c6a6989e67fcc926bc29b54">lock_time</a> {1.3f}</td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>Generic turret class with the ability to target any type of node as configured. Used for both the player's roof turret pickup and the enemy turrets. </p>
</div><h2 class="groupheader">Member Function Documentation</h2>
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<h2 class="memtitle"><span class="permalink"><a href="#aa700073e14b86fe43ca67af34b219d3d">&#9670;&#160;</a></span>_bind_methods()</h2>
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<td class="memname">void godot::Turret::_bind_methods </td>
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<span class="mlabels"><span class="mlabel">static</span><span class="mlabel">private</span></span> </td>
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<p>register editor properties </p>
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<td class="memname">void godot::Turret::_enter_tree </td>
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<span class="mlabels"><span class="mlabel">override</span><span class="mlabel">virtual</span></span> </td>
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<p>Freeze physics and connect awareness observers. Fetch child nodes and initialize them. Update current awareness. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#a0c3e4435e974377f167be4ca59af14d6">&#9670;&#160;</a></span>_process()</h2>
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<td class="memname">void godot::Turret::_process </td>
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<td class="paramtype">double&#160;</td>
<td class="paramname"><em>delta_time</em></td><td>)</td>
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<span class="mlabels"><span class="mlabel">override</span><span class="mlabel">virtual</span></span> </td>
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<p>Update state machine. Update gun node position. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#a8800691cb605216b316f701deb0286b3">&#9670;&#160;</a></span>awareness_changed()</h2>
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<td class="memname">void godot::Turret::awareness_changed </td>
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<p>Check if a new target needs to be found. Find a new target if required. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#a5a250405fb8472a5482ca9e9897e8480">&#9670;&#160;</a></span>beam_ended()</h2>
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<td class="memname">void godot::Turret::beam_ended </td>
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<p>End the fire state. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#af18bc204b9587ea8c3056e9a2b6047c2">&#9670;&#160;</a></span>create_beam()</h2>
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<td class="memname">void godot::Turret::create_beam </td>
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<p>Create a damaging beam. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#acd178212d2cc5933449ea288d8e5c00a">&#9670;&#160;</a></span>create_guiding_beam()</h2>
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<td class="memname">void godot::Turret::create_guiding_beam </td>
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<p>Create a non-damaging guiding beam. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#a26d28cddd63a2dedc293777896e9f874">&#9670;&#160;</a></span>detect_node()</h2>
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<td class="memname">void godot::Turret::detect_node </td>
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<td class="paramtype">Node3D *&#160;</td>
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<p>Become aware of a node in the awareness area. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#a1dda07f310d4e8eddfe55c184faf7fd5">&#9670;&#160;</a></span>GDCLASS()</h2>
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<td class="memname">godot::Turret::GDCLASS </td>
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<td class="paramtype"><a class="el" href="classgodot_1_1Turret.html">Turret</a>&#160;</td>
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<td class="paramtype">RigidBody3D&#160;</td>
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<h2 class="memtitle"><span class="permalink"><a href="#a6668d9cc468aa858d37cca944b574e09">&#9670;&#160;</a></span>get_attack_classes()</h2>
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<td class="memname">Array godot::Turret::get_attack_classes </td>
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<p>Set the node classes to attack while invert_targets is false. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#a87dde1ebc42cbba4f8217436c90a3077">&#9670;&#160;</a></span>get_beam_scene()</h2>
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<td class="memname">Ref&lt; PackedScene &gt; godot::Turret::get_beam_scene </td>
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<p>Set the scene to spawn when firing. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#a7ca69c2cfcebf3b8aa98cc2b6bb9f1ac">&#9670;&#160;</a></span>get_charge_time()</h2>
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<td class="memname">float godot::Turret::get_charge_time </td>
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<p>The duration of the guiding lazer. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#a18b61d35a015232e0dc97c94e646a3fb">&#9670;&#160;</a></span>get_fire_time()</h2>
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<td class="memname">float godot::Turret::get_fire_time </td>
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<p>The duration of the damaging lazer. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#ad7e893d62dee44d60efca034312f2c5c">&#9670;&#160;</a></span>get_guiding_beam_scene()</h2>
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<td class="memname">Ref&lt; PackedScene &gt; godot::Turret::get_guiding_beam_scene </td>
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<p>Set the scene to spawn when charging. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#a1f31cc180aeb7b9ef258022c3427b4af">&#9670;&#160;</a></span>get_lock_time()</h2>
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<td class="memname">float godot::Turret::get_lock_time </td>
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<p>The delay between firing and charging the next shot. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#a5e332ebb89af7613ac7109cf3d3dc8f5">&#9670;&#160;</a></span>lead_target()</h2>
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<td class="memname">void godot::Turret::lead_target </td>
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<p>Aim ahead of the current target. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#a56c437c0fddc83973cee570871880ce6">&#9670;&#160;</a></span>lose_node()</h2>
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<td class="memname">void godot::Turret::lose_node </td>
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<p>Lose track of a node exiting the awareness area. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#a1a8de5b607d4ad18bb6f48fbdcfed1ed">&#9670;&#160;</a></span>select_target()</h2>
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<td class="memname">Node3D * godot::Turret::select_target </td>
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<p>Select a target from the currently known nodes. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#a82116707799507ebd977d3490f9453c5">&#9670;&#160;</a></span>set_attack_classes()</h2>
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<td class="memname">void godot::Turret::set_attack_classes </td>
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<p>Set the node classes to attack while invert_targets is false. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#af1bd9ee62826920396b768922d0e8f86">&#9670;&#160;</a></span>set_beam_scene()</h2>
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<td class="memname">void godot::Turret::set_beam_scene </td>
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<p>Set the scene to spawn when firing. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#a07ed2800d85c389b6e9a471f84a545d1">&#9670;&#160;</a></span>set_charge_time()</h2>
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<td class="memname">void godot::Turret::set_charge_time </td>
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<p>The duration of the guiding lazer. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#aa5d2fd1e314c0b59fe1fa303bf40b409">&#9670;&#160;</a></span>set_fire_time()</h2>
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<td class="memname">void godot::Turret::set_fire_time </td>
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<p>The duration of the damaging lazer. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#af45895907abdbc917f4ead396013bab2">&#9670;&#160;</a></span>set_guiding_beam_scene()</h2>
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<td class="memname">void godot::Turret::set_guiding_beam_scene </td>
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<td class="paramname"><em>scene</em></td><td>)</td>
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<p>Set the scene to spawn when charging. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#abfd0054b4d85bcb6503cea7206cb40df">&#9670;&#160;</a></span>set_invert_targets()</h2>
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<td class="memname">void godot::Turret::set_invert_targets </td>
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<p>Set to true to target everything but the attack_classes. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#a17eb54143372cfe670b7d63d06620042">&#9670;&#160;</a></span>set_lock_time()</h2>
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<td class="memname">void godot::Turret::set_lock_time </td>
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<p>The delay between firing and charging the next shot. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#abfda8eda3603b153c769225f37c4fb87">&#9670;&#160;</a></span>try_next_state()</h2>
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<td class="memname">void godot::Turret::try_next_state </td>
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<p>Try transition to the next state if possible. </p>
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<h2 class="groupheader">Member Data Documentation</h2>
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<h2 class="memtitle"><span class="permalink"><a href="#addd9e0435994ff5e7599ac4981ac689a">&#9670;&#160;</a></span>aim_position</h2>
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<p>Position currently being aimed at. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#ae3faf1d0df6b9ee78416a798aabf76b4">&#9670;&#160;</a></span>attack_classes</h2>
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<p>Names of classes to attack. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#a322bc108ad7516ba01c46b8621675c7c">&#9670;&#160;</a></span>awareness</h2>
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<td class="memname">HashSet&lt;Node3D*&gt; godot::Turret::awareness {}</td>
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<p>Set of all nodes the turret is currently aware of. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#a231d997f67a532632c5679fd43810cf2">&#9670;&#160;</a></span>beam_scene</h2>
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<td class="memname">Ref&lt;PackedScene&gt; godot::Turret::beam_scene {}</td>
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<p>Scene to spawn when firing. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#af024cef41034759fcc5eecf3d15d12c6">&#9670;&#160;</a></span>charge_time</h2>
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<td class="memname">float godot::Turret::charge_time {1.f}</td>
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<h2 class="memtitle"><span class="permalink"><a href="#aaf143bb7d4591b45f9974ac24d6f9829">&#9670;&#160;</a></span>current_target</h2>
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<p>The current target node. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#a3835c1d8d0b42b5ef45a69b42958fa07">&#9670;&#160;</a></span>fire_time</h2>
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<td class="memname">float godot::Turret::fire_time {1.0f}</td>
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<h2 class="memtitle"><span class="permalink"><a href="#a049831af2172565dc4c896e1be063e1f">&#9670;&#160;</a></span>guiding_beam_scene</h2>
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<td class="memname">Ref&lt;PackedScene&gt; godot::Turret::guiding_beam_scene {}</td>
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<p>Scene to spawn when charging. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#acfa268cff6f38495a97865ef023d8bf5">&#9670;&#160;</a></span>gun_node</h2>
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<p>The child node representing the gun. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#a8622c76ce76f4319a84606d9b92da9c9">&#9670;&#160;</a></span>gun_node_offset</h2>
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<p>Position offset of the gun. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#a8f439e2a74ce6df1c01a82bf9b51d8ab">&#9670;&#160;</a></span>invert_attack_classes</h2>
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<p>If true, target classes not in attack_classes. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#a7ae4a30f81a986c4e15bb9855a5dc848">&#9670;&#160;</a></span>last_state_switch</h2>
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<p>Last time the state was changed. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#a4c96b6a970f8df2b64782a6eadaebbc9">&#9670;&#160;</a></span>last_target_position</h2>
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<p>Position of the current_target on the last frame. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#a7dd5cec41abf769e6ed38f58b0b37c53">&#9670;&#160;</a></span>lead_distance</h2>
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<td class="memname">float godot::Turret::lead_distance {1.2f}</td>
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<p>Distance ahead of target to aim. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#acefd40ef2c6a6989e67fcc926bc29b54">&#9670;&#160;</a></span>lock_time</h2>
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<td class="memname">float godot::Turret::lock_time {1.3f}</td>
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<h2 class="memtitle"><span class="permalink"><a href="#a2d7124dcd83508786ed564ec43dbb3cd">&#9670;&#160;</a></span>state</h2>
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<td class="memname"><a class="el" href="namespacegodot.html#a3cd92b37d0033cac5c3398a9764c36d2">TurretState</a> godot::Turret::state {<a class="el" href="namespacegodot.html#a3cd92b37d0033cac5c3398a9764c36d2a1869d56535e8b1449a6da54ff5e11f50">TurretState::WAITING</a>}</td>
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<p>Current state-machine state of the turret. </p>
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<hr/>The documentation for this class was generated from the following files:<ul>
<li>src/<a class="el" href="turret_8hpp_source.html">turret.hpp</a></li>
<li>src/<a class="el" href="turret_8cpp.html">turret.cpp</a></li>
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