highlights enemy and returns to player start location

This commit is contained in:
Derek
2024-08-06 23:34:58 -05:00
parent f8b0cc2964
commit f02c106fe3
9 changed files with 304 additions and 41 deletions

View File

@@ -50,23 +50,25 @@ func _process(delta):
else:
queue_free()
if ray.is_colliding() and !ray.get_collider().is_in_group("player"):
mesh.visible = false
ray.enabled = false
#bullethole effect
var instance_bullethole = bullethole.instantiate()
ray.get_collider().add_child(instance_bullethole)
instance_bullethole.global_transform.origin = ray.get_collision_point()
instance_bullethole.look_at(ray.get_collision_point() + ray.get_collision_normal(), Vector3.UP)
#move rigidbodies
if ray.get_collider().is_in_group("scene_rigidbody"):
ray.get_collider().linear_velocity += transform.basis * Vector3(0,0,-1 * bullet_force_mod)
if ray.get_collider().is_in_group("breakable"):
var current_velocity = transform.basis * Vector3(0,0,-1 * bullet_force_mod)
ray.get_collider().breaking(current_velocity)
queue_free()
if ray.is_colliding() and ray.is_colliding() != null:
if !ray.get_collider().is_in_group("player"):
mesh.visible = false
ray.enabled = false
#bullethole effect
var instance_bullethole = bullethole.instantiate()
ray.get_collider().add_child(instance_bullethole)
instance_bullethole.global_transform.origin = ray.get_collision_point()
instance_bullethole.look_at(ray.get_collision_point() + ray.get_collision_normal(), Vector3.UP)
#move rigidbodies
if ray.get_collider().is_in_group("scene_rigidbody"):
ray.get_collider().linear_velocity += transform.basis * Vector3(0,0,-1 * bullet_force_mod)
if ray.get_collider().is_in_group("breakable"):
var current_velocity = transform.basis * Vector3(0,0,-1 * bullet_force_mod)
ray.get_collider().breaking(current_velocity)
queue_free()