tweaked bullet and pick up method

This commit is contained in:
Derek
2024-11-04 23:04:56 -06:00
parent 818b25417a
commit 3002c6e2db
9 changed files with 40 additions and 19 deletions

View File

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