bullet feels better, added spike traps
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@@ -4,6 +4,7 @@ extends Node3D
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@export_group("Gun Feel")
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@export var gun_name : String
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@export_enum("Auto", "Single", "Burst") var fire_mode: int
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@export var hitscan_enabled : bool = false
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@export var fov_zoom_amt = .98
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@export var recoil_amount : Vector3 = Vector3(.2,.05,.05)
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@export var max_ammo = 15
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@@ -18,6 +19,7 @@ extends Node3D
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@export_subgroup("Main Assets")
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@export var flare_light : Node
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@export var bullet : Resource
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@export var bullet_fake : Resource
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@export var bullethole : Resource
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@export var casing : Resource
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@export var mag : Resource
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@@ -83,34 +85,15 @@ func shoot(delta):
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if level_control.ammo_current[gun_index] > 0 and cycle_count > 0:
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if !anim_player.is_playing():
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level_control.ammo_current[gun_index] -= 1
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#RECOIL --- fix later to happen over a period of time
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#(ADD PLAYER KICK HERE. RELATIVE TO GUN POSITION)
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#audio and anims
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audio_fire.pitch_scale = 1 + rng.randf_range(-fire_pitch_scale_amt,fire_pitch_scale_amt)
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audio_fire.play()
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anim_player.play("shoot")
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# instance bullet
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var instance_bullet = bullet.instantiate()
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instance_bullet.position = player.bullet_ray.global_position
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#shoot bullet from real gun if gun is folded up
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if player.gun_folded == false:
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instance_bullet.transform.basis = player.bullet_ray.global_transform.basis
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else:
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instance_bullet.transform.basis = barrel_raycast.global_transform.basis
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instance_bullet.bullet_speed = bullet_speed
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instance_bullet.player_velocity = player.velocity
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instance_bullet.bullet_drop = bullet_drop
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instance_bullet.random_spread_amt = random_spread_amt
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instance_bullet.bullet_damage = bullet_damage
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instance_bullet.bullet_force_mod = bullet_force_mod
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instance_bullet.instance_bullethole = bullethole.instantiate()
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instance_bullet.player_position = player.global_position
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get_tree().current_scene.add_child(instance_bullet)
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# Casing transform
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var instance_casing = casing.instantiate()
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instance_casing.position = casing_ejector.global_position
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instance_casing.transform.basis = casing_ejector.global_transform.basis
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get_tree().get_root().add_child(instance_casing)
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bullet_fire()
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hitscan_fire()
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spawn_casing()
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player.recoil.add_recoil(recoil_amount,10,10)
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if fire_mode != 0:
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cycle_count -= 1
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@@ -136,5 +119,42 @@ func spawn_mag():
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instance_mag.transform.basis = mag_ejector.global_transform.basis
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get_tree().get_root().add_child(instance_mag)
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func spawn_casing():
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# Casing transform
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var instance_casing = casing.instantiate()
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instance_casing.position = casing_ejector.global_position
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instance_casing.transform.basis = casing_ejector.global_transform.basis
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get_tree().get_root().add_child(instance_casing)
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func bullet_fire():
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var instance_bullet
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if hitscan_enabled:
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instance_bullet = bullet_fake.instantiate()
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else:
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instance_bullet = bullet.instantiate()
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instance_bullet.position = player.bullet_ray.global_position
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#shoot bullet from real gun if gun is folded up
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if player.gun_folded == false:
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instance_bullet.transform.basis = player.bullet_ray.global_transform.basis
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else:
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instance_bullet.transform.basis = barrel_raycast.global_transform.basis
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instance_bullet.bullet_speed = bullet_speed
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instance_bullet.player_velocity = player.velocity * transform.basis
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instance_bullet.bullet_drop = bullet_drop
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instance_bullet.random_spread_amt = random_spread_amt
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instance_bullet.bullet_damage = bullet_damage
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instance_bullet.bullet_force_mod = bullet_force_mod
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instance_bullet.instance_bullethole = bullethole.instantiate()
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instance_bullet.player_position = player.global_position
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get_tree().current_scene.add_child(instance_bullet)
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func hitscan_fire():
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if hitscan_enabled:
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# Fire hitscan
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if player.gun_folded == false:
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player.bullet_ray.hitscan_fire(bullet_damage,bullet_force_mod,bullethole)
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else:
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barrel_raycast.hitscan_fire(bullet_damage,bullet_force_mod,bullethole)
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func swapped_out():
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queue_free()
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