dead camera much improved and has the ability to step through multiple stages

This commit is contained in:
derek
2024-11-04 15:19:07 -06:00
parent 475c7967f5
commit 11052fdb99
11 changed files with 193 additions and 54 deletions

View File

@@ -56,6 +56,7 @@ var gun : Node
@onready var level_control = get_tree().current_scene
@onready var interact_ray = $Head/Recoil/Camera3D/InteractRay
@onready var bullet_ray = $Head/Recoil/Camera3D/BulletRay
@onready var hitmarker = load("res://hitmarker.tscn")
var instance_bullet
var instance_casing
var instance_mag
@@ -85,7 +86,6 @@ var dead_announce = load("res://assets/dead_announce.tscn")
var pickupmsg
@onready var crosshair = $Head/Recoil/Camera3D/Crosshair
@onready var hitmarker: TextureRect = $Head/Recoil/Camera3D/Hitmarker
@onready var head = $Head
@onready var camera = $Head/Recoil/Camera3D
@onready var world_environment = $"../WorldEnvironment"
@@ -122,6 +122,8 @@ func _ready():
health_indicator.size = Vector2(viewportWidth,viewportHeight)
health_indicator.color = Color(0.471, 0, 0, 0)
crt_filter.visible = false
#turn off audio if unchecked in player
if AUDIO == false:
AudioServer.set_bus_volume_db(0,-80)
@@ -397,9 +399,8 @@ func weapon_select(gun_id):
level_control.gun_spawn(gun_id)
func enemy_hit():
hitmarker.visible = true
await get_tree().create_timer(.1).timeout
hitmarker.visible = false
var hitmarker_spawn = hitmarker.instantiate()
camera.add_child(hitmarker_spawn)
func toggle_hud(hud_on):