casings integrate player velocity, can't pick up already held guns

This commit is contained in:
derek
2024-11-05 16:58:00 -06:00
parent 83e2365892
commit c6f1eccca0
6 changed files with 49 additions and 45 deletions

View File

@@ -19,7 +19,6 @@ const DEAD_CAM_FOV = 50.0
var focus_dist
var target : Node
var focus_target
var respawn_position
var respawn_rotation
var taunt_node
@@ -64,12 +63,6 @@ func _ready():
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
if target != null:
focus_dist = camera.global_position.distance_to(target.global_position)
else:
focus_dist = 10.0
camera.attributes.dof_blur_far_distance = focus_dist + 8
camera.attributes.dof_blur_near_distance = focus_dist - 2
if target == null:
anim_step = 3
@@ -79,6 +72,7 @@ func _process(delta):
match anim_step:
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)
cam_target.global_position = lerp(cam_target.global_position,target_pos_adjusted,delta * MOVE_SPEED)
look_ray.global_position = target_pos_adjusted
@@ -87,6 +81,7 @@ func _process(delta):
camera.fov = lerp(camera.fov, 40.0, delta * 5)
1:
#aim at player from enemy
focus_on_target(level_control.player)
Engine.time_scale = .05
AudioServer.set_bus_effect_enabled(0,0,true)
taunt_node.visible = false
@@ -110,3 +105,11 @@ func _on_timer_timeout():
func reload_level():
get_tree().reload_current_scene()
func focus_on_target(focus_target):
if target != null:
focus_dist = camera.global_position.distance_to(focus_target.global_position)
else:
focus_dist = 10.0
camera.attributes.dof_blur_far_distance = focus_dist + 8
camera.attributes.dof_blur_near_distance = focus_dist - 2