made tracker gun

This commit is contained in:
Derek
2024-11-24 16:27:48 -06:00
parent 05b8c0d760
commit 0312da48b8
21 changed files with 1008 additions and 242 deletions

View File

@@ -1,5 +1,7 @@
extends RigidBody3D
@export var collision_shape : Node
var bullet_speed
var bullet_drop
var random_spread_amt
@@ -17,7 +19,6 @@ var bullet_active = true
@onready var hit_indicator = $Audio/HitIndicator
@onready var ray: RayCast3D = $RayCast3D
# Called when the node enters the scene tree for the first time.
func _ready():
@@ -34,42 +35,38 @@ func _physics_process(delta):
if distance_from_player.length() > 1.5:
visible = true
if ray.is_colliding():
var body = ray.get_collider()
if body != null and !body.is_in_group("player"):
mesh.visible = false
ray.enabled = false
if body.is_in_group("enemy_target"):
hit_indicator.play()
enemy_particles.emitting = true
SignalBus.emit_signal("enemy_hit")
ray.get_collider().hit(bullet_damage)
#bullethole effect
body.add_child(instance_bullethole)
instance_bullethole.global_transform.origin = ray.get_collision_point()
if (abs(ray.get_collision_normal().y) > 0.99):
instance_bullethole.look_at(ray.get_collision_point() + ray.get_collision_normal(), Vector3(0,0,1))
else:
instance_bullethole.look_at(ray.get_collision_point() + ray.get_collision_normal())
if body.is_in_group("switch"):
body.hit()
#move rigidbodies
if body.is_in_group("scene_rigidbody"):
body.linear_velocity += transform.basis * Vector3(0,0,-1 * bullet_force_mod)
if body.is_in_group("breakable"):
var current_velocity = transform.basis * Vector3(0,0,-1 * bullet_force_mod)
ray.get_collider().breaking(current_velocity)
queue_free()
func _on_body_entered(body: Node) -> void:
if !body.is_in_group("player"):
await get_tree().create_timer(.1).timeout
mesh.visible = false
ray.enabled = false
if ray.is_colliding():
var ray_body = ray.get_collider()
if ray_body != null:
#bullethole effect
ray_body.add_child(instance_bullethole)
instance_bullethole.global_transform.origin = ray.get_collision_point()
if (abs(ray.get_collision_normal().y) > 0.99):
instance_bullethole.look_at(ray.get_collision_point() + ray.get_collision_normal(), Vector3(0,0,1))
else:
instance_bullethole.look_at(ray.get_collision_point() + ray.get_collision_normal())
if body.is_in_group("switch"):
body.hit()
##move rigidbodies
#if body.is_in_group("scene_rigidbody"):
#body.linear_velocity += transform.basis * Vector3(0,0,-1 * bullet_force_mod)
if body.is_in_group("breakable"):
var current_velocity = transform.basis * Vector3(0,0,-1 * bullet_force_mod)
body.breaking(current_velocity)
despawn()
func despawn():
visible = false
collision_shape.disabled = true
await get_tree().create_timer(1).timeout
self.queue_free()