refactored bullet script, broke shotgun pellets which will need to be fixed

This commit is contained in:
derek
2025-03-25 16:55:22 -05:00
parent 3e3a0d2192
commit 8d0f925be6
24 changed files with 1283 additions and 122 deletions

View File

@@ -4,75 +4,13 @@ extends Projectile
@onready var mesh = $Cylinder
@onready var particles = $GPUParticles3D
@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():
visible = false
linear_velocity += transform.basis * Vector3(0, 0, -bullet_speed) + player_velocity
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _physics_process(delta):
angular_velocity = Vector3(0,0,0)
var distance_from_player = abs(self.global_position - player_position)
if distance_from_player.length() > 2:
visible = true
if ray.is_colliding():
var body = ray.get_collider()
if body != null and !body.is_in_group("player"):
mesh.visible = false
ray.enabled = false
if body.has_method("hit"):
hit_indicator.play()
enemy_particles.emitting = true
body.hit(bullet_damage)
#bullethole effect
body.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())
instance_bullethole.rotation.z = deg_to_rad(randf_range(0,360))
#range target
if body.is_in_group("range_target"):
body.add_marker(ray.get_collision_point(),ray.global_rotation)
# 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(bullet_damage)
if body.is_in_group("breakable"):
var current_velocity = transform.basis * Vector3(0,0,-1 * bullet_force_mod)
ray.get_collider().breaking(current_velocity)
queue_free()
func _on_body_entered(body: Node) -> void:
if !body.is_in_group("player"):
await get_tree().create_timer(.1).timeout
mesh.visible = false
func despawn():
queue_free()