tweaked dead camera

This commit is contained in:
Derek
2024-11-05 18:33:59 -06:00
parent c6f1eccca0
commit b460176553
2 changed files with 4 additions and 5 deletions

View File

@@ -64,5 +64,4 @@ func _physics_process(delta):
var current_velocity = transform.basis * Vector3(0,0,-1 * bullet_force_mod)
ray.get_collider().breaking(current_velocity)
await get_tree().create_timer(1.0).timeout
queue_free()

View File

@@ -47,7 +47,7 @@ func _ready():
var taunt_spawn = ENEMY_TAUNT.instantiate()
taunt_spawn.text = taunt_spawn.taunts.pick_random()
target.add_child(taunt_spawn)
taunt_spawn.global_transform.origin = target.position + Vector3(0,2,0)
taunt_spawn.global_transform.origin = target.global_position + Vector3(0,2,0)
taunt_node = taunt_spawn
@@ -73,7 +73,7 @@ func _process(delta):
0:
#Show enemy that killed player
focus_on_target(target)
var target_pos_adjusted = Vector3(target.position.x -4,target.position.y + 4,target.position.z -4)
var target_pos_adjusted = Vector3(target.global_position.x -4,target.global_position.y + 4,target.global_position.z -4)
cam_target.global_position = lerp(cam_target.global_position,target_pos_adjusted,delta * MOVE_SPEED)
look_ray.global_position = target_pos_adjusted
look_ray.look_at(Vector3(target.global_position), Vector3.UP)
@@ -85,14 +85,14 @@ func _process(delta):
Engine.time_scale = .05
AudioServer.set_bus_effect_enabled(0,0,true)
taunt_node.visible = false
var target_pos_adjusted = Vector3(target.position.x,target.position.y + 2.1,target.position.z)
var target_pos_adjusted = Vector3(target.global_position.x,target.global_position.y + 2.1,target.global_position.z)
cam_target.global_position = lerp(cam_target.global_position,target_pos_adjusted,delta * MOVE_SPEED)
look_ray.global_position = target.global_position
look_ray.look_at(Vector3(level_control.player.global_position), Vector3.UP)
camera.rotation = lerp(camera.rotation,look_ray.rotation,delta * CAMERA_LOOK_SPEED)
camera.fov = lerp(camera.fov, 100.0, delta * 75)
2:
var target_pos_adjusted = Vector3(target.position.x,target.position.y + 2.1,target.position.z)
var target_pos_adjusted = Vector3(target.global_position.x,target.global_position.y + 2.1,target.global_position.z)
cam_target.global_position = lerp(cam_target.global_position,target_pos_adjusted,delta * MOVE_SPEED)
look_ray.global_position = target.global_position
look_ray.look_at(Vector3(level_control.player.global_position), Vector3.UP)