tweaks to projectile script
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assets/Textures/kloppenheim_02_puresky_4k.exr
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assets/Textures/kloppenheim_02_puresky_4k.exr
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assets/Textures/kloppenheim_02_puresky_4k.exr.import
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assets/Textures/kloppenheim_02_puresky_4k.exr.import
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@@ -0,0 +1,35 @@
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://buq3n4avvlts0"
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path.bptc="res://.godot/imported/kloppenheim_02_puresky_4k.exr-a64d1c9eb4626f84015029705a2c643f.bptc.ctex"
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metadata={
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"imported_formats": ["s3tc_bptc"],
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"vram_texture": true
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}
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[deps]
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source_file="res://assets/Textures/kloppenheim_02_puresky_4k.exr"
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dest_files=["res://.godot/imported/kloppenheim_02_puresky_4k.exr-a64d1c9eb4626f84015029705a2c643f.bptc.ctex"]
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[params]
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compress/mode=2
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=true
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=0
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@@ -1,7 +1,7 @@
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[gd_scene load_steps=9 format=3 uid="uid://cwy8iv8nlwqrc"]
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[gd_scene load_steps=9 format=3 uid="uid://cwy8iv8nlwqrc"]
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[ext_resource type="Script" uid="uid://dl780dimuvcms" path="res://scripts/realtime_day_night_cycle.gd" id="1_idjmm"]
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[ext_resource type="Script" uid="uid://dl780dimuvcms" path="res://scripts/realtime_day_night_cycle.gd" id="1_idjmm"]
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[ext_resource type="Texture2D" uid="uid://do0nm3sn75gc3" path="res://assets/dikhololo_night_4k.exr" id="2_xp6wm"]
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[ext_resource type="Texture2D" uid="uid://buq3n4avvlts0" path="res://assets/Textures/kloppenheim_02_puresky_4k.exr" id="2_xp6wm"]
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[sub_resource type="Gradient" id="Gradient_idjmm"]
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[sub_resource type="Gradient" id="Gradient_idjmm"]
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offsets = PackedFloat32Array(0.00636943, 0.159236, 0.828025, 1)
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offsets = PackedFloat32Array(0.00636943, 0.159236, 0.828025, 1)
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@@ -17,9 +17,9 @@ _data = [Vector2(5, 0), 0.0, 0.66, 0, 0, Vector2(12, 2), 0.0, 0.0, 0, 0, Vector2
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point_count = 3
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point_count = 3
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[sub_resource type="PhysicalSkyMaterial" id="PhysicalSkyMaterial_xp6wm"]
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[sub_resource type="PhysicalSkyMaterial" id="PhysicalSkyMaterial_xp6wm"]
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rayleigh_coefficient = 17.2
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mie_coefficient = 0.001
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rayleigh_color = Color(0.705144, 0.689027, 0.62083, 1)
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ground_color = Color(0.497458, 0.687416, 0.836211, 1)
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energy_multiplier = 5.0
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energy_multiplier = 3.0
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night_sky = ExtResource("2_xp6wm")
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night_sky = ExtResource("2_xp6wm")
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[sub_resource type="Sky" id="Sky_6g0ku"]
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[sub_resource type="Sky" id="Sky_6g0ku"]
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@@ -40,16 +40,19 @@ fog_density = 0.0005
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script = ExtResource("1_idjmm")
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script = ExtResource("1_idjmm")
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sun_color = SubResource("GradientTexture1D_xp6wm")
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sun_color = SubResource("GradientTexture1D_xp6wm")
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realtime = true
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realtime = true
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set_time = 20.0
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sun_energy_over_time = SubResource("Curve_idjmm")
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sun_energy_over_time = SubResource("Curve_idjmm")
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[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
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[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
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environment = SubResource("Environment_ml2st")
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environment = SubResource("Environment_ml2st")
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[node name="Sun" type="DirectionalLight3D" parent="."]
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[node name="Sun" type="DirectionalLight3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
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transform = Transform3D(1, 0, 0, 0, 1.19249e-08, 1, 0, -1, 1.19249e-08, 0, 0, 0)
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light_energy = 2.0
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shadow_enabled = true
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shadow_enabled = true
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[node name="Moon" type="DirectionalLight3D" parent="Sun"]
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[node name="Moon" type="DirectionalLight3D" parent="Sun"]
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transform = Transform3D(1, 0, 0, 0, -1, -8.74228e-08, 0, 8.74228e-08, -1, 0, 0, 0)
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transform = Transform3D(1, 0, 0, 0, -1, -8.74228e-08, 0, 8.74228e-08, -1, 0, 0, 0)
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light_color = Color(0.5874, 0.804263, 0.89, 1)
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light_color = Color(0.5874, 0.804263, 0.89, 1)
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light_energy = 0.0
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shadow_enabled = true
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shadow_enabled = true
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@@ -1,6 +1,8 @@
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extends RigidBody3D
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extends RigidBody3D
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class_name Projectile
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class_name Projectile
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@export var collision_raycast_3d : RayCast3D
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var player_position
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var player_position
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var player_velocity
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var player_velocity
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var bullet_active = true
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var bullet_active = true
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@@ -19,3 +21,9 @@ func _process(delta: float) -> void:
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if distance_from_player.length() > 2:
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if distance_from_player.length() > 2:
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visible = true
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visible = true
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func collision_ray():
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if collision_raycast_3d != null:
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#do looking towards velocity
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#do lenghth of distance traveled next frame
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pass
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@@ -1,5 +1,6 @@
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extends StaticBody3D
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extends StaticBody3D
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@export var remove_targets_on_reload = false
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@onready var ray_cast_3d: RayCast3D = $RayCast3D
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@onready var ray_cast_3d: RayCast3D = $RayCast3D
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const TARGET_MARKER = preload("res://assets/target_marker.tscn")
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const TARGET_MARKER = preload("res://assets/target_marker.tscn")
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@@ -8,7 +9,7 @@ func _ready() -> void:
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SignalBus.player_reloading.connect(remove_targets)
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SignalBus.player_reloading.connect(remove_targets)
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func remove_targets():
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func remove_targets():
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print("PLAYER RELOADING")
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if remove_targets_on_reload:
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for i in get_children():
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for i in get_children():
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if i.is_in_group("target_marker"):
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if i.is_in_group("target_marker"):
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i.queue_free()
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i.queue_free()
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