tweaks and improvements to the tracking pistol

This commit is contained in:
derek
2024-11-26 10:31:34 -06:00
parent caaf0ff519
commit 86a05335e7
4 changed files with 124 additions and 40 deletions

View File

@@ -133,8 +133,11 @@ func fire():
func tracker_checker(_delta):
if player.bullet_ray.is_colliding():
var spawn_loc = player.bullet_ray.get_collision_point()
var distance_to_point = self.global_position.distance_to(spawn_loc)
var scale_adjusted = distance_to_point/5
tracker_check_mesh.global_transform.origin = spawn_loc
tracker_check_mesh.global_rotation = Vector3(0,0,0)
tracker_check_mesh.scale = Vector3(scale_adjusted,scale_adjusted,scale_adjusted)
if check_track == true and Input.is_action_just_released("shoot"):
fire_tracker()
check_track = false
@@ -155,10 +158,11 @@ func fire_tracker():
func remove_tracker():
if tracker != null:
tracker.remove()
tracker = null
func reload():
if tracker != null:
remove_tracker()
anim_player.play("remove_tracker")
else:
if level_control.ammo_current[gun_index] < max_ammo and player.gun.anim_player.get_current_animation() != "reload" and level_control.ammo_reserve[gun_index] > 0:
anim_player.play("reload")