more tweaks to leaderboard, also changed how gun points during sway
This commit is contained in:
@@ -68,6 +68,7 @@ var gun_is_holstered = false
|
||||
@onready var level_control = get_tree().current_scene
|
||||
@onready var interact_ray = $Head/Recoil/Camera3D/InteractRay
|
||||
@onready var bullet_ray = $Head/Recoil/Camera3D/BulletRay
|
||||
@onready var gun_look_target: Marker3D = $Head/Recoil/Camera3D/BulletRay/GunLookTarget
|
||||
@onready var wall_ray_1: RayCast3D = $wall_ray1
|
||||
@onready var wall_ray_2: RayCast3D = $wall_ray2
|
||||
@onready var wall_ray_3: RayCast3D = $wall_ray3
|
||||
@@ -695,12 +696,18 @@ func weapon_tilt(input_x, delta):
|
||||
camera.rotation.z = lerp(camera.rotation.z, -input_x * HEAD_TILT_AMT, 5 * delta)
|
||||
|
||||
func weapon_sway(delta):
|
||||
#aim gun at center screen
|
||||
if !gun_ray.is_colliding():
|
||||
gun.look_at(gun_look_target.global_position)
|
||||
|
||||
#apply sway
|
||||
if !ads:
|
||||
var joy_input = Vector2(Input.get_joy_axis(0,JOY_AXIS_RIGHT_X)*5,Input.get_joy_axis(0,JOY_AXIS_RIGHT_Y)*5)
|
||||
mouse_input = lerp(mouse_input, Vector2.ZERO, 10 * delta)
|
||||
joy_input = lerp(joy_input,Vector2.ZERO,10 * delta)
|
||||
weapon_holder.rotation.x = lerp(weapon_holder.rotation.x, (mouse_input.y + joy_input.y) * weapon_sway_amount, 5 * delta)
|
||||
weapon_holder.rotation.y = lerp(weapon_holder.rotation.y, (mouse_input.x + joy_input.x) * weapon_sway_amount, 5 * delta)
|
||||
|
||||
else:
|
||||
if gun != null:
|
||||
if gun.weapon_info.ads == true:
|
||||
|
||||
Reference in New Issue
Block a user