tweaked bullet and pick up method

This commit is contained in:
Derek
2024-11-04 19:58:51 -06:00
parent 6a36a53746
commit 818b25417a
6 changed files with 56 additions and 51 deletions

View File

@@ -34,38 +34,35 @@ func _physics_process(delta):
if distance_from_player.length() > 1.5:
visible = true
func _on_body_entered(body: Node) -> void:
if !body.is_in_group("player") and bullet_active:
print("BODY HIT - " + str(body))
#Break Breakable Objects
if body.is_in_group("breakable"):
body.breaking(linear_velocity)
if body.is_in_group("switch"):
body.hit()
if ray.is_colliding() and !ray.get_collider().is_in_group("player"):
#Bullet Hole Effect
ray.get_collider().add_child(instance_bullethole)
instance_bullethole.global_transform.origin = ray.get_collision_point()
if (abs(ray.get_collision_normal().y) > 0.99):
instance_bullethole.look_at(ray.get_collision_point() + ray.get_collision_normal(), Vector3(0,0,1))
else:
instance_bullethole.look_at(ray.get_collision_point() + ray.get_collision_normal())
#Hit Enemies
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)
if ray.is_colliding() and !ray.get_collider().is_in_group("player"):
mesh.visible = false
bullet_active = false
particles.emitting = true
await get_tree().create_timer(1).timeout
ray.enabled = false
#bullethole effect
ray.get_collider().add_child(instance_bullethole)
instance_bullethole.global_transform.origin = ray.get_collision_point()
if (abs(ray.get_collision_normal().y) > 0.99):
instance_bullethole.look_at(ray.get_collision_point() + ray.get_collision_normal(), Vector3(0,0,1))
else:
instance_bullethole.look_at(ray.get_collision_point() + ray.get_collision_normal())
if ray.get_collider().is_in_group("switch"):
ray.get_collider().hit()
#move rigidbodies
if ray.get_collider().is_in_group("scene_rigidbody"):
ray.get_collider().linear_velocity += transform.basis * Vector3(0,0,-1 * bullet_force_mod)
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()