diff --git a/scripts/bullet.gd b/scripts/bullet.gd index 999405c..c867c06 100644 --- a/scripts/bullet.gd +++ b/scripts/bullet.gd @@ -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() diff --git a/scripts/dead_cam.gd b/scripts/dead_cam.gd index 5f3323d..d721ad0 100644 --- a/scripts/dead_cam.gd +++ b/scripts/dead_cam.gd @@ -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)