tweaked bullet and pick up method
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@@ -24,7 +24,6 @@ func _ready():
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visible = false
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linear_velocity += transform.basis * Vector3(0, 0, -bullet_speed)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _physics_process(delta):
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@@ -40,6 +39,12 @@ func _physics_process(delta):
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mesh.visible = false
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ray.enabled = false
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if ray.get_collider().is_in_group("enemy_target"):
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hit_indicator.play()
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enemy_particles.emitting = true
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SignalBus.emit_signal("enemy_hit")
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ray.get_collider().hit(bullet_damage)
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#bullethole effect
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ray.get_collider().add_child(instance_bullethole)
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instance_bullethole.global_transform.origin = ray.get_collision_point()
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@@ -58,11 +63,6 @@ func _physics_process(delta):
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if ray.get_collider().is_in_group("breakable"):
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var current_velocity = transform.basis * Vector3(0,0,-1 * bullet_force_mod)
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ray.get_collider().breaking(current_velocity)
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if ray.get_collider().is_in_group("enemy_target"):
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hit_indicator.play()
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enemy_particles.emitting = true
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ray.get_collider().hit(bullet_damage)
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await get_tree().create_timer(1.0).timeout
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queue_free()
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