minor changes
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@@ -48,6 +48,7 @@ var recoiling_fade = 0
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var bullet_destination
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var gun_fire_pitch_starting
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var current_weapon_index
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var recoiling = false
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# Slow Down Variables
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const SLOWSPEED = .2
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@@ -172,8 +173,8 @@ func _physics_process(delta):
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# Gun folding out of the way
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if gun_ray.is_colliding() and !gun_ray.get_collider().is_in_group("player"):
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#check distance to wall later ?
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gun.rotation = lerp(gun.rotation, Vector3(1, 1, -.25), delta * 10)
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gun.position = lerp(gun.position, Vector3(gun.start_position.x-.25,gun.start_position.y +.2,gun.start_position.z +.6),(delta*10))
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gun.rotation = lerp(gun.rotation, Vector3(1, -1, -.25), delta * 10)
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gun.position = lerp(gun.position, Vector3(gun.start_position.x+.25,gun.start_position.y +.2,gun.start_position.z +.6),(delta*10))
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gun_folded = true
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elif !gun_ray.is_colliding():
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gun.rotation = lerp(gun.rotation, gun.start_rotation,delta*7)
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@@ -201,6 +202,7 @@ func _physics_process(delta):
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if Input.is_action_just_pressed("escape"):
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get_tree().quit()
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move_and_slide()
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weapon_tilt(input_dir.x, delta)
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weapon_sway(delta)
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@@ -264,7 +266,7 @@ func _on_pick_up_detection_body_entered(body):
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var weapon_id = level_control.held_guns.size() - 1
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gun.anim_player.play("swap_out")
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level_control.gun_spawn(weapon_id)
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func _on_pick_up_magnet_body_entered(body):
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if body.is_in_group("pickup") and body.is_in_group("magnet"):
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@@ -290,6 +292,6 @@ func weapon_bob(vel : float, delta):
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weapon_holder.position.y = lerp(weapon_holder.position.y, def_weapon_holder_pos.y, .1 * delta)
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weapon_holder.position.x = lerp(weapon_holder.position.x, def_weapon_holder_pos.x, .1 * delta)
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func weapon_recoil():
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func weapon_recoil(delta):
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var recoil_to = camera.rotation.x + gun.recoil_amount
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camera.rotation.x = clamp(lerp(camera.rotation.x,recoil_to, .05), deg_to_rad(-90), deg_to_rad(60))
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