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