added crown, tweaks with muzzle smoke

This commit is contained in:
derek
2024-11-27 16:47:25 -06:00
parent ff3155f25f
commit 211c243624
21 changed files with 1047 additions and 20 deletions

View File

@@ -11,6 +11,7 @@ extends Node3D
@export var max_ammo = 15
@export var start_mags = 3
@export var bullet_damage = 1
@export var smoke_enabled : bool = false
@export var bullet_force_mod = 5.0
@export var bullet_speed = 150
@export var bullet_drop = .3
@@ -38,6 +39,7 @@ extends Node3D
@onready var player = get_tree().current_scene.player
@onready var level_control = get_tree().current_scene
@onready var muzzle_smoke = preload("res://assets/muzzle_smoke.tscn")
@onready var ammo_current
var start_position
@@ -95,6 +97,8 @@ func shoot(delta):
bullet_fire()
hitscan_fire()
spawn_casing()
if smoke_enabled:
spawn_muzzle_smoke()
player.recoil.add_recoil(Vector3(0,recoil_amount.y,recoil_amount.z),10,10)
player.recoil.add_gun_recoil(recoil_amount.x)
#player.velocity += player.bullet_ray.global_basis * Vector3(0,0, kick_amount)
@@ -130,6 +134,12 @@ func spawn_casing():
instance_casing.player_velocity = player.velocity * transform.basis
get_tree().get_root().add_child(instance_casing)
func spawn_muzzle_smoke():
var instance_smoke = muzzle_smoke.instantiate()
instance_smoke.global_transform.basis = barrel_raycast.global_transform.basis
add_child(instance_smoke)
func bullet_fire():
var instance_bullet
if hitscan_enabled: