fixed mac 10 mag spawning by just pushing the mark functions closer to each other
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@@ -539,17 +539,17 @@ tracks/7/path = NodePath(".")
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tracks/7/interp = 1
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tracks/7/interp = 1
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tracks/7/loop_wrap = true
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tracks/7/loop_wrap = true
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tracks/7/keys = {
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tracks/7/keys = {
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"times": PackedFloat32Array(0, 0.28, 0.2801, 0.95),
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"times": PackedFloat32Array(0, 0.17, 0.28, 0.95),
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"transitions": PackedFloat32Array(1, 1, 1, 1),
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"transitions": PackedFloat32Array(1, 1, 1, 1),
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"values": [{
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"values": [{
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"args": [],
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"args": [],
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"method": &"mark_anim_rot"
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"method": &"mark_anim_rot"
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}, {
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}, {
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"args": [],
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"args": [],
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"method": &"spawn_mag"
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"method": &"mark_anim_rot"
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}, {
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}, {
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"args": [],
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"args": [],
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"method": &"mark_anim_rot"
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"method": &"spawn_mag"
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}, {
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}, {
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"args": [],
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"args": [],
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"method": &"reload_finished"
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"method": &"reload_finished"
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@@ -748,7 +748,7 @@ audio_empty = NodePath("Audio/Empty")
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audio_reload = NodePath("Audio/Reload")
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audio_reload = NodePath("Audio/Reload")
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[node name="mac10" type="MeshInstance3D" parent="."]
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[node name="mac10" type="MeshInstance3D" parent="."]
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transform = Transform3D(-1.086e-06, 0, -0.3, 0, 0.3, 0, 0.3, 0, -1.086e-06, 0, 0, 0)
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transform = Transform3D(0.00547455, 0.00277349, -0.299937, -0.0256886, 0.298889, 0.00229492, 0.298848, 0.0256413, 0.00569177, -0.0109618, 0.0121364, 9.31208e-05)
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cast_shadow = 0
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cast_shadow = 0
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lod_bias = 10.0
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lod_bias = 10.0
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mesh = SubResource("ArrayMesh_pcg38")
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mesh = SubResource("ArrayMesh_pcg38")
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@@ -162,14 +162,13 @@ func reload():
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func spawn_mag():
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func spawn_mag():
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var instance_mag = weapon_info.mag.instantiate()
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var instance_mag = weapon_info.mag.instantiate()
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if spawn_av_lv.size() == 1:
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await spawn_av_lv.size() ==2
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var anim_velocity = solve_anim_av_lv()
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var anim_velocity = solve_anim_av_lv()
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instance_mag.position = mag_ejector.global_position
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instance_mag.position = mag_ejector.global_position
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instance_mag.transform.basis = mag_ejector.global_transform.basis
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instance_mag.transform.basis = mag_ejector.global_transform.basis
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instance_mag.linear_velocity += global_transform.basis * (anim_velocity["lv"] * 5) + player.velocity
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instance_mag.linear_velocity += global_transform.basis * (anim_velocity["lv"] * 5) + player.velocity
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instance_mag.angular_velocity += global_transform.basis * anim_velocity["av"]
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instance_mag.angular_velocity += global_transform.basis * anim_velocity["av"]
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get_tree().get_root().add_child(instance_mag)
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get_tree().get_root().add_child(instance_mag)
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func spawn_casing():
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func spawn_casing():
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