arrows are moving properly now
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@@ -1 +1,13 @@
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extends Projectile
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@onready var hit_ray: RayCast3D = $HitRay
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@onready var land_depth: Marker3D = $LandDepth
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func _process(delta: float) -> void:
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if hit_ray.is_colliding():
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var stick_point = hit_ray.get_collision_point()
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if land_depth.global_position.distance_to(stick_point) > .2:
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global_position += global_transform.basis * Vector3(0,0,-speed) * delta
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else:
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global_position += global_transform.basis * Vector3(0,0,-speed) * delta
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@@ -1,4 +1,4 @@
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extends RigidBody3D
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extends Node3D
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class_name Projectile
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var damage
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@@ -17,8 +17,8 @@ func Physics_Update(delta):
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func fire_projectile():
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var arrow_spawn = fired_object.instantiate()
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arrow_spawn.speed = object_speed
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get_tree().current_scene.add_child(arrow_spawn)
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arrow_spawn.speed = object_speed
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arrow_spawn.transform.basis = character.body.global_transform.basis
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arrow_spawn.global_position = character.body.global_position
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arrow_spawn.linear_velocity += character.body.global_transform.basis * Vector3(0,0,-object_speed)
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print("ARROW POS :", arrow_spawn.global_position)
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