made bullet with a camera on the end. other tweaks
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106
scripts/bullet_cam.gd
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106
scripts/bullet_cam.gd
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extends RigidBody3D
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@export var collision_shape : Node
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var bullet_speed
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var bullet_drop
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var random_spread_amt
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var bullet_damage
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var instance_bullethole
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var bullet_force_mod = 1.0
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var distance_from_player
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var player_position
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var player_velocity
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var bullet_active = true
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var bullet_target : Node
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var hold_cam_pos = null
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var camera_start
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var distance_to_cam_start
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var player_cam_FOV : float
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var opaque_color = Color(0.702, 0.557, 0.224)
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var transparent_color = Color(0.702, 0.557, 0.224, 0)
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@onready var level_control = get_tree().current_scene
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@onready var player = level_control.player
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@onready var mesh = $Cylinder
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@onready var particles = $GPUParticles3D
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@onready var enemy_particles = $GPUParticlesEnemy
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@onready var hit_indicator = $Audio/HitIndicator
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@onready var ray: RayCast3D = $RayCast3D
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@onready var camera: Camera3D = $Camera3D
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@onready var camera_handle: Node3D = $CameraHandle
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@onready var bullet_material = mesh.get_surface_override_material(0)
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const BULLET_CAM_FOV : float = 130
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const BULLET_SENSITIVITY : float = 1
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func _input(event):
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if event is InputEventMouseMotion and hold_cam_pos == null:
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var av_y = -event.relative.x * BULLET_SENSITIVITY
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var av_x = -event.relative.y * BULLET_SENSITIVITY
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angular_velocity += transform.basis * Vector3(av_x,av_y,0)
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# Called when the node enters the scene tree for the first time.
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func _ready():
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Engine.time_scale = .01
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player.gamespeed_controlled = true
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player.controlled_elsewhere = true
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player_cam_FOV = player.camera.fov
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camera.fov = player_cam_FOV
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camera_start = player.camera.global_position
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camera.global_position = camera_start
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distance_to_cam_start = camera.global_position.distance_to(camera_handle.global_position)
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camera.current = true
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _physics_process(delta):
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camera.fov = lerp(player_cam_FOV,BULLET_CAM_FOV, delta * 3000)
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linear_velocity = transform.basis * Vector3(0, 0, -bullet_speed)
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var distance_to_cam = camera.global_position.distance_to(camera_handle.global_position) / (distance_to_cam_start*2)
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bullet_material.albedo_color = lerp(transparent_color,opaque_color,distance_to_cam)
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if hold_cam_pos != null:
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camera.global_position = hold_cam_pos
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else:
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camera.global_position = lerp(camera.global_position,camera_handle.global_position, delta * 300)
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if ray.is_colliding() and hold_cam_pos == null:
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hold_cam_pos = camera.global_position
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Engine.time_scale = .005
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func _on_body_entered(body: Node) -> void:
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if !body.is_in_group("player"):
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ray.enabled = false
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if ray.is_colliding():
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var ray_body = ray.get_collider()
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if ray_body != null:
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#bullethole effect
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ray_body.add_child(instance_bullethole)
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instance_bullethole.global_transform.origin = ray.get_collision_point()
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if (abs(ray.get_collision_normal().y) > 0.99):
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instance_bullethole.look_at(ray.get_collision_point() + ray.get_collision_normal(), Vector3(0,0,1))
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else:
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instance_bullethole.look_at(ray.get_collision_point() + ray.get_collision_normal())
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if body.is_in_group("switch"):
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body.hit()
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if body.is_in_group("breakable"):
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var current_velocity = transform.basis * Vector3(0,0,-1 * bullet_force_mod)
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body.breaking(current_velocity)
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despawn()
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func despawn():
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player.camera.current = true
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player.controlled_elsewhere = false
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player.gamespeed_controlled = false
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#visible = false
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#collision_shape.disabled = true
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#await get_tree().create_timer(1).timeout
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queue_free()
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