bullets working better and detect collision better
still need to register hits with enemy targets and find contact point to leave bullet holes
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@@ -1,4 +1,4 @@
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extends Node3D
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extends RigidBody3D
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var bullet_speed
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var bullet_drop
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@@ -10,74 +10,60 @@ var distance_from_player
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var player_position
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var player_velocity
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@onready var mesh = $gunbullet1
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@onready var ray = $RayCast3D
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@onready var mesh = $Cylinder
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@onready var particles = $GPUParticles3D
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@onready var enemy_particles = $GPUParticlesEnemy
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@onready var timer = $Timer
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@onready var gunbullet1 = $gunbullet1/Cylinder
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@onready var hit_indicator = $Audio/HitIndicator
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var rng = RandomNumberGenerator.new()
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var av_x
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var av_y
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var av_z
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# Called when the node enters the scene tree for the first time.
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func _ready():
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#apply random rotation
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av_x = deg_to_rad(rng.randf_range(-random_spread_amt,random_spread_amt))
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av_y = deg_to_rad(rng.randf_range(-random_spread_amt,random_spread_amt))
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av_z = deg_to_rad(rng.randf_range(-random_spread_amt,random_spread_amt))
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rotation += Vector3(av_x,av_y,av_z)
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timer.start()
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visible = false
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ray.target_position.z *= (bullet_speed/150)
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linear_velocity += transform.basis * Vector3(0, 0, -bullet_speed)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _physics_process(delta):
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position += transform.basis * Vector3(0, 0, -bullet_speed) * delta
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rotation.x = clamp(rotation.x - delta * bullet_drop,deg_to_rad(-90),deg_to_rad(90))
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distance_from_player = abs(self.global_position - player_position)
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if distance_from_player.x > 2 or distance_from_player.y > 2 or distance_from_player.z > 2:
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visible = true
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func _on_body_entered(body: Node) -> void:
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if ray.is_colliding() and !ray.get_collider().is_in_group("player"):
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if !body.is_in_group("player"):
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mesh.visible = false
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ray.enabled = false
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#bullethole effect
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ray.get_collider().add_child(instance_bullethole)
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instance_bullethole.global_transform.origin = ray.get_collision_point()
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if (abs(ray.get_collision_normal().y) > 0.99):
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instance_bullethole.look_at(ray.get_collision_point() + ray.get_collision_normal(), Vector3(0,0,1))
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else:
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instance_bullethole.look_at(ray.get_collision_point() + ray.get_collision_normal())
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#body.add_child(instance_bullethole)
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#instance_bullethole.global_transform.origin = global_position
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#if (abs(body.get_collision_normal().y) > 0.99):
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#instance_bullethole.look_at(body.get_collision_point() + body.get_collision_normal(), Vector3(0,0,1))
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#else:
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#instance_bullethole.look_at(body.get_collision_point() + body.get_collision_normal())
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#move rigidbodies
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if ray.get_collider().is_in_group("scene_rigidbody"):
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ray.get_collider().linear_velocity += transform.basis * Vector3(0,0,-1 * bullet_force_mod)
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if body.is_in_group("scene_rigidbody"):
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body.linear_velocity += transform.basis * Vector3(0,0,-1 * bullet_force_mod)
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if ray.get_collider().is_in_group("breakable"):
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if body.is_in_group("breakable"):
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var current_velocity = transform.basis * Vector3(0,0,-1 * bullet_force_mod)
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ray.get_collider().breaking(current_velocity)
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body.breaking(current_velocity)
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if ray.get_collider().is_in_group("enemy_target"):
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if body.is_in_group("enemy_target"):
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print("enemy target hit")
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hit_indicator.play()
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enemy_particles.emitting = true
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ray.get_collider().hit(bullet_damage)
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body.hit(bullet_damage)
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if ray.get_collider().is_in_group("switch"):
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ray.get_collider().hit()
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if body.is_in_group("switch"):
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body.hit()
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await get_tree().create_timer(1.0).timeout
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#await get_tree().create_timer(1.0).timeout
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queue_free()
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