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

@@ -48,12 +48,14 @@ func _ready():
if weapon_info.weapon_type != 1:
casings_chamber_last = weapon_info.max_ammo
if weapon_info.fire_mode == 0:
cycle_count_start = 1
elif weapon_info.fire_mode == 1:
cycle_count_start = 1
elif weapon_info.fire_mode == 2:
cycle_count_start = 3
match weapon_info.fire_mode:
0:
cycle_count_start = 1
1:
cycle_count_start = 1
2:
cycle_count_start = 3
cycle_count = cycle_count_start
# Called every frame. 'delta' is the elapsed time since the previous frame.
@@ -252,22 +254,24 @@ func projectile_initialize():
instance_bullet.transform.basis = player.bullet_ray.global_transform.basis
else:
instance_bullet.transform.basis = barrel_ray.global_transform.basis
instance_bullet.bullet_speed = weapon_info.bullet_speed
instance_bullet.player_velocity = player.velocity * transform.basis
instance_bullet.bullet_damage = weapon_info.bullet_damage
instance_bullet.blast_power = weapon_info.blast_power
instance_bullet.bullet_force_mod = weapon_info.bullet_force_mod
if weapon_info.bullet.bullet_hole != null:
instance_bullet.instance_bullethole = weapon_info.bullet.bullet_hole.instantiate()
instance_bullet.player_position = player.global_position
instance_bullet.linear_velocity += instance_bullet.transform.basis * Vector3(0, 0, -weapon_info.bullet_speed) + player.velocity
return instance_bullet
func bullet_fire():
SignalBus.emit_signal("shot_fired",weapon_info.crosshair_jump_amount)
audio_fire.play()
get_tree().current_scene.add_child(projectile_initialize())
var bullet_spawn = projectile_initialize()
get_tree().current_scene.add_child(bullet_spawn)
spawn_casing()
vibration()
if chamber != null:
revolver_chamber_rot_amt += weapon_info.chamber_rot_amount
if weapon_info.smoke_enabled: