bullet collision seems fixed
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@@ -54,7 +54,7 @@ _surfaces = [{
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blend_shape_mode = 0
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blend_shape_mode = 0
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shadow_mesh = SubResource("ArrayMesh_46pc3")
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shadow_mesh = SubResource("ArrayMesh_46pc3")
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[node name="ammo_pickup" type="RigidBody3D" node_paths=PackedStringArray("collision_shape") groups=["pickup"]]
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[node name="ammo_pickup" type="RigidBody3D" node_paths=PackedStringArray("collision_shape") groups=["magnet", "pickup"]]
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collision_layer = 4
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collision_layer = 4
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collision_mask = 6
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collision_mask = 6
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script = ExtResource("1_sni3c")
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script = ExtResource("1_sni3c")
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@@ -77,7 +77,6 @@ script = ExtResource("1_oj0f5")
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[node name="gunbullet1" type="Node3D" parent="."]
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[node name="gunbullet1" type="Node3D" parent="."]
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transform = Transform3D(-2, 0, -3.01992e-07, 0, 2, 0, 3.01992e-07, 0, -2, 0, 0, 0)
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transform = Transform3D(-2, 0, -3.01992e-07, 0, 2, 0, 3.01992e-07, 0, -2, 0, 0, 0)
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metadata/_edit_lock_ = true
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[node name="Cylinder" type="MeshInstance3D" parent="gunbullet1"]
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[node name="Cylinder" type="MeshInstance3D" parent="gunbullet1"]
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transform = Transform3D(1, 0, 0, 0, 0, -1, 0, 1, 0, -2.57922e-08, 0, -0.313849)
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transform = Transform3D(1, 0, 0, 0, 0, -1, 0, 1, 0, -2.57922e-08, 0, -0.313849)
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@@ -87,8 +86,9 @@ skeleton = NodePath("")
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[node name="RayCast3D" type="RayCast3D" parent="."]
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[node name="RayCast3D" type="RayCast3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1.70846, 0.00179088, 0.0114329, 0.492054)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1.70846, 0.00179088, 0.0114329, 0.492054)
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target_position = Vector3(0, 0, -1.3)
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target_position = Vector3(0, 0, -2)
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collision_mask = 15
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collision_mask = 15
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hit_from_inside = true
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collide_with_areas = true
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collide_with_areas = true
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[node name="GPUParticles3D" type="GPUParticles3D" parent="."]
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[node name="GPUParticles3D" type="GPUParticles3D" parent="."]
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@@ -103,7 +103,7 @@ texture = ExtResource("8_kupqh")
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script = ExtResource("7_pnp4a")
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script = ExtResource("7_pnp4a")
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[node name="BulletRay" type="RayCast3D" parent="Head/Camera3D"]
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[node name="BulletRay" type="RayCast3D" parent="Head/Camera3D"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -0.226)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0.0204881)
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target_position = Vector3(0, 0, -200)
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target_position = Vector3(0, 0, -200)
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collision_mask = 7
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collision_mask = 7
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collide_with_areas = true
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collide_with_areas = true
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@@ -50,7 +50,7 @@ _surfaces = [{
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blend_shape_mode = 0
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blend_shape_mode = 0
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shadow_mesh = SubResource("ArrayMesh_dsuo5")
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shadow_mesh = SubResource("ArrayMesh_dsuo5")
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[node name="stamina_pickup" type="RigidBody3D" node_paths=PackedStringArray("collision_shape") groups=["pickup"]]
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[node name="stamina_pickup" type="RigidBody3D" node_paths=PackedStringArray("collision_shape") groups=["magnet", "pickup"]]
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collision_layer = 4
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collision_layer = 4
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collision_mask = 6
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collision_mask = 6
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script = ExtResource("1_1udac")
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script = ExtResource("1_1udac")
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@@ -1,6 +1,6 @@
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[gd_scene load_steps=90 format=3 uid="uid://bbxmgr0rva0nt"]
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[gd_scene load_steps=90 format=3 uid="uid://bbxmgr0rva0nt"]
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[ext_resource type="Script" path="res://scripts/WeaponManager.gd" id="1_i2kmm"]
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[ext_resource type="Script" path="res://scripts/LevelManager.gd" id="1_i2kmm"]
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[ext_resource type="PackedScene" uid="uid://brl0bsqjl5dg3" path="res://assets/mac_10.tscn" id="2_dmgyw"]
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[ext_resource type="PackedScene" uid="uid://brl0bsqjl5dg3" path="res://assets/mac_10.tscn" id="2_dmgyw"]
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[ext_resource type="PackedScene" uid="uid://drwae3loscbw7" path="res://assets/player.tscn" id="2_fddwm"]
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[ext_resource type="PackedScene" uid="uid://drwae3loscbw7" path="res://assets/player.tscn" id="2_fddwm"]
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[ext_resource type="PackedScene" uid="uid://cnfc8rtk6l1d8" path="res://assets/crate1.tscn" id="3_0b5yv"]
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[ext_resource type="PackedScene" uid="uid://cnfc8rtk6l1d8" path="res://assets/crate1.tscn" id="3_0b5yv"]
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@@ -1,6 +1,6 @@
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[gd_scene load_steps=54 format=3 uid="uid://dyop6vk3rgkkb"]
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[gd_scene load_steps=54 format=3 uid="uid://dyop6vk3rgkkb"]
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[ext_resource type="Script" path="res://scripts/WeaponManager.gd" id="1_orhgl"]
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[ext_resource type="Script" path="res://scripts/LevelManager.gd" id="1_orhgl"]
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[ext_resource type="Texture2D" uid="uid://dqs06ic3vjtwk" path="res://assets/Models/asphalt1.albedo.jpg" id="1_w4rag"]
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[ext_resource type="Texture2D" uid="uid://dqs06ic3vjtwk" path="res://assets/Models/asphalt1.albedo.jpg" id="1_w4rag"]
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[ext_resource type="PackedScene" uid="uid://brl0bsqjl5dg3" path="res://assets/mac_10.tscn" id="2_6rjit"]
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[ext_resource type="PackedScene" uid="uid://brl0bsqjl5dg3" path="res://assets/mac_10.tscn" id="2_6rjit"]
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[ext_resource type="PackedScene" uid="uid://drwae3loscbw7" path="res://assets/player.tscn" id="2_f87c2"]
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[ext_resource type="PackedScene" uid="uid://drwae3loscbw7" path="res://assets/player.tscn" id="2_f87c2"]
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@@ -1,7 +1,7 @@
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[gd_scene load_steps=28 format=3 uid="uid://boafwu4sqa6pq"]
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[gd_scene load_steps=28 format=3 uid="uid://boafwu4sqa6pq"]
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[ext_resource type="Texture2D" uid="uid://dmsqpy4u3h023" path="res://assets/textures/dirt_ground_texture__tileable___2048x2048__by_fabooguy_d7aopi7-414w-2x.jpg" id="1_1xb3k"]
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[ext_resource type="Texture2D" uid="uid://dmsqpy4u3h023" path="res://assets/textures/dirt_ground_texture__tileable___2048x2048__by_fabooguy_d7aopi7-414w-2x.jpg" id="1_1xb3k"]
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[ext_resource type="Script" path="res://scripts/WeaponManager.gd" id="1_5y2kg"]
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[ext_resource type="Script" path="res://scripts/LevelManager.gd" id="1_5y2kg"]
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[ext_resource type="PackedScene" uid="uid://drwae3loscbw7" path="res://assets/player.tscn" id="1_cn03i"]
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[ext_resource type="PackedScene" uid="uid://drwae3loscbw7" path="res://assets/player.tscn" id="1_cn03i"]
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[ext_resource type="PackedScene" uid="uid://brl0bsqjl5dg3" path="res://assets/mac_10.tscn" id="2_i74l1"]
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[ext_resource type="PackedScene" uid="uid://brl0bsqjl5dg3" path="res://assets/mac_10.tscn" id="2_i74l1"]
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[ext_resource type="PackedScene" uid="uid://b5eclfg0cmmal" path="res://assets/revolver_1.tscn" id="3_gih7i"]
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[ext_resource type="PackedScene" uid="uid://b5eclfg0cmmal" path="res://assets/revolver_1.tscn" id="3_gih7i"]
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@@ -9,20 +9,19 @@ var ammo_current = [0,0]
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var ammo_reserve = [0,0]
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var ammo_reserve = [0,0]
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var guns_dict = {}
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var guns_dict = {}
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var current_gun_index
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var current_gun_index
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var money = 0
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# Called when the node enters the scene tree for the first time.
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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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func _ready():
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#Set up starting guns and ammo
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held_guns = [gun_1,gun_2]
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held_guns = [gun_1,gun_2]
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var instance_gun = held_guns[0].instantiate()
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var instance_gun = held_guns[0].instantiate()
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var instance_gun_2 = held_guns[1].instantiate()
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var instance_gun_2 = held_guns[1].instantiate()
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#set up ammo for starting guns
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ammo_current[1] = instance_gun_2.max_ammo
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ammo_current[1] = instance_gun_2.max_ammo
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ammo_reserve[1] = instance_gun_2.max_ammo * instance_gun_2.start_mags
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ammo_reserve[1] = instance_gun_2.max_ammo * instance_gun_2.start_mags
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ammo_current[0] = instance_gun.max_ammo
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ammo_current[0] = instance_gun.max_ammo
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ammo_reserve[0] = instance_gun.max_ammo * instance_gun.start_mags
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ammo_reserve[0] = instance_gun.max_ammo * instance_gun.start_mags
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#spawn first gun
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# Spawn first gun
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current_gun_index = 0
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current_gun_index = 0
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gun_spawn(0)
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gun_spawn(0)
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@@ -7,6 +7,7 @@ extends RigidBody3D
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var rng = RandomNumberGenerator.new()
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var rng = RandomNumberGenerator.new()
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var rand_amt
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var rand_amt
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var player
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# Called when the node enters the scene tree for the first time.
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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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func _ready():
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@@ -16,3 +17,8 @@ func _ready():
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collision_shape.disabled = true
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collision_shape.disabled = true
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await get_tree().create_timer(1).timeout
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await get_tree().create_timer(1).timeout
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self.queue_free()
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self.queue_free()
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func _physics_process(delta):
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if player != null:
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var float_direction = player.global_position - self.position
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self.set_linear_velocity(float_direction * 10)
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@@ -247,10 +247,8 @@ func _on_pick_up_detection_body_entered(body):
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func _on_pick_up_magnet_body_entered(body):
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func _on_pick_up_magnet_body_entered(body):
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if body.is_in_group("pickup"):
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if body.is_in_group("pickup") and body.is_in_group("magnet"):
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body.collision_shape.disabled = true
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body.player = self
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var pickup_direction = self.global_position - body.global_position
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body.linear_velocity += pickup_direction * 5
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func weapon_tilt(input_x, delta):
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func weapon_tilt(input_x, delta):
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if weapon_holder:
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if weapon_holder:
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