tweaks to projectile script

This commit is contained in:
Derek
2025-03-24 08:40:29 -05:00
parent 077e6b4bb9
commit 2e7cc249ae
6 changed files with 56 additions and 9 deletions

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@@ -0,0 +1,35 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://buq3n4avvlts0"
path.bptc="res://.godot/imported/kloppenheim_02_puresky_4k.exr-a64d1c9eb4626f84015029705a2c643f.bptc.ctex"
metadata={
"imported_formats": ["s3tc_bptc"],
"vram_texture": true
}
[deps]
source_file="res://assets/Textures/kloppenheim_02_puresky_4k.exr"
dest_files=["res://.godot/imported/kloppenheim_02_puresky_4k.exr-a64d1c9eb4626f84015029705a2c643f.bptc.ctex"]
[params]
compress/mode=2
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=true
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=0

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@@ -1,7 +1,7 @@
[gd_scene load_steps=9 format=3 uid="uid://cwy8iv8nlwqrc"]
[ext_resource type="Script" uid="uid://dl780dimuvcms" path="res://scripts/realtime_day_night_cycle.gd" id="1_idjmm"]
[ext_resource type="Texture2D" uid="uid://do0nm3sn75gc3" path="res://assets/dikhololo_night_4k.exr" id="2_xp6wm"]
[ext_resource type="Texture2D" uid="uid://buq3n4avvlts0" path="res://assets/Textures/kloppenheim_02_puresky_4k.exr" id="2_xp6wm"]
[sub_resource type="Gradient" id="Gradient_idjmm"]
offsets = PackedFloat32Array(0.00636943, 0.159236, 0.828025, 1)
@@ -17,9 +17,9 @@ _data = [Vector2(5, 0), 0.0, 0.66, 0, 0, Vector2(12, 2), 0.0, 0.0, 0, 0, Vector2
point_count = 3
[sub_resource type="PhysicalSkyMaterial" id="PhysicalSkyMaterial_xp6wm"]
rayleigh_coefficient = 17.2
rayleigh_color = Color(0.705144, 0.689027, 0.62083, 1)
energy_multiplier = 5.0
mie_coefficient = 0.001
ground_color = Color(0.497458, 0.687416, 0.836211, 1)
energy_multiplier = 3.0
night_sky = ExtResource("2_xp6wm")
[sub_resource type="Sky" id="Sky_6g0ku"]
@@ -40,16 +40,19 @@ fog_density = 0.0005
script = ExtResource("1_idjmm")
sun_color = SubResource("GradientTexture1D_xp6wm")
realtime = true
set_time = 20.0
sun_energy_over_time = SubResource("Curve_idjmm")
[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
environment = SubResource("Environment_ml2st")
[node name="Sun" type="DirectionalLight3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
transform = Transform3D(1, 0, 0, 0, 1.19249e-08, 1, 0, -1, 1.19249e-08, 0, 0, 0)
light_energy = 2.0
shadow_enabled = true
[node name="Moon" type="DirectionalLight3D" parent="Sun"]
transform = Transform3D(1, 0, 0, 0, -1, -8.74228e-08, 0, 8.74228e-08, -1, 0, 0, 0)
light_color = Color(0.5874, 0.804263, 0.89, 1)
light_energy = 0.0
shadow_enabled = true

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@@ -1,6 +1,8 @@
extends RigidBody3D
class_name Projectile
@export var collision_raycast_3d : RayCast3D
var player_position
var player_velocity
var bullet_active = true
@@ -19,3 +21,9 @@ func _process(delta: float) -> void:
if distance_from_player.length() > 2:
visible = true
func collision_ray():
if collision_raycast_3d != null:
#do looking towards velocity
#do lenghth of distance traveled next frame
pass

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@@ -1,5 +1,6 @@
extends StaticBody3D
@export var remove_targets_on_reload = false
@onready var ray_cast_3d: RayCast3D = $RayCast3D
const TARGET_MARKER = preload("res://assets/target_marker.tscn")
@@ -8,10 +9,10 @@ func _ready() -> void:
SignalBus.player_reloading.connect(remove_targets)
func remove_targets():
print("PLAYER RELOADING")
for i in get_children():
if i.is_in_group("target_marker"):
i.queue_free()
if remove_targets_on_reload:
for i in get_children():
if i.is_in_group("target_marker"):
i.queue_free()
func add_marker(collision_point,bullet_rotation):
var instance_marker = TARGET_MARKER.instantiate()