tweaks to oil drum

This commit is contained in:
derek
2024-12-12 16:54:43 -06:00
parent 78dc14b84f
commit 6322e28f86
15 changed files with 187 additions and 24 deletions

View File

@@ -16,7 +16,7 @@ var bullet_active = true
@onready var enemy_particles = $GPUParticlesEnemy
@onready var hit_indicator = $Audio/HitIndicator
@onready var ray: RayCast3D = $RayCast3D
@onready var water_leak : Resource = preload("res://assets/water_leak.tscn")
# Called when the node enters the scene tree for the first time.
func _ready():
@@ -55,6 +55,17 @@ func _physics_process(delta):
instance_bullethole.look_at(ray.get_collision_point() + ray.get_collision_normal())
instance_bullethole.rotation.z = deg_to_rad(randf_range(0,360))
# Leaking effect
if body.is_in_group("leak"):
var leakspawn = water_leak.instantiate()
body.add_child(leakspawn)
leakspawn.global_transform.origin = ray.get_collision_point()
if (abs(ray.get_collision_normal().y) > 0.99):
leakspawn.look_at(ray.get_collision_point() + ray.get_collision_normal(), Vector3(0,0,1))
else:
leakspawn.look_at(ray.get_collision_point() + ray.get_collision_normal())
leakspawn.rotation.z = deg_to_rad(randf_range(0,360))
if body.is_in_group("switch"):
body.hit()

View File

@@ -8,6 +8,7 @@ extends RigidBody3D
@onready var leak_audio: AudioStreamPlayer3D = $leak_audio
@onready var blast_radius_area: Area3D = $BlastRadius
@onready var radius_shape: CollisionShape3D = $BlastRadius/CollisionShape3D
@onready var audio_drop: AudioStreamPlayer3D = $audio_drop
var leak_hp = false
var blast_amount
@@ -86,3 +87,9 @@ func explode():
explosionspawn.transform.basis = self.global_transform.basis
get_tree().get_root().add_child(explosionspawn)
queue_free()
func _on_body_shape_entered(body: Node) -> void:
audio_drop.play()
print("BODY")
if body.get_collision_layer() == 1:
audio_drop.play()