Added slight weapon bounce, and more machete tweaks
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@@ -497,7 +497,7 @@ _surfaces = [{
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blend_shape_mode = 0
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shadow_mesh = SubResource("ArrayMesh_hlv3g")
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[node name="item_pickup" type="RigidBody3D" groups=["item_pickup", "magnet", "persist", "scene_rigidbody"]]
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[node name="item_pickup" type="RigidBody3D" groups=["item_pickup", "magnet", "persist", "scene_rigidbody", "spawned"]]
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collision_layer = 16
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collision_mask = 17
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continuous_cd = true
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@@ -225,7 +225,6 @@ void fragment() {
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}
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"
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graph_offset = Vector2(-813.719, 152.658)
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modes/blend = 1
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modes/cull = 2
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varyings/WorldPos = "0,4"
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@@ -1,4 +1,4 @@
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[gd_scene load_steps=25 format=4 uid="uid://bshuvj6xeaiiq"]
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[gd_scene load_steps=26 format=4 uid="uid://bshuvj6xeaiiq"]
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[ext_resource type="Script" path="res://scripts/melee_weapon.gd" id="1_afuhq"]
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[ext_resource type="Texture2D" uid="uid://dtjnn8f8165dg" path="res://assets/Models/SubstancePainterTest/machete.blade_BaseColor.png" id="1_n1eld"]
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@@ -131,6 +131,24 @@ tracks/1/interp = 1
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tracks/1/loop_wrap = true
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tracks/1/keys = PackedFloat32Array()
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[sub_resource type="Animation" id="Animation_8gebu"]
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resource_name = "inspect"
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length = 3.0
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tracks/0/type = "position_3d"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath("MacheteHandle")
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tracks/0/interp = 2
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tracks/0/loop_wrap = true
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tracks/0/keys = PackedFloat32Array(0, 1, 0, 0, 0, 0.5, 1, -0.264724, 0, -0.0729126, 0.866667, 1, -0.264724, -0.0190706, -0.0729126, 1.8, 1, -0.264724, 0.259574, -0.0729126, 2.4, 1, -0.264724, 0.311364, -0.0729126, 3, 1, 0, 0, 0)
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tracks/1/type = "rotation_3d"
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tracks/1/imported = false
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tracks/1/enabled = true
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tracks/1/path = NodePath("MacheteHandle")
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tracks/1/interp = 2
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tracks/1/loop_wrap = true
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tracks/1/keys = PackedFloat32Array(0, 1, 0, 0, 0, 1, 0.5, 1, -0.240367, 0.179593, 0.368453, 0.879893, 0.866667, 1, -0.234693, 0.195898, 0.397912, 0.864991, 1.8, 1, 0.685914, -0.47533, 0.516472, 0.191937, 2.4, 1, 0.663875, -0.432926, 0.605089, 0.0755786, 3, 1, 0, 0, 0, 1)
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[sub_resource type="AudioStreamRandomizer" id="AudioStreamRandomizer_t3joi"]
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random_pitch = 1.1
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random_volume_offset_db = 2.0
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@@ -239,6 +257,7 @@ tracks/2/keys = {
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[sub_resource type="AnimationLibrary" id="AnimationLibrary_gmno4"]
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_data = {
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"RESET": SubResource("Animation_bmneo"),
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"inspect": SubResource("Animation_8gebu"),
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"shoot": SubResource("Animation_0mcf4"),
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"swap_in": SubResource("Animation_xlf2w"),
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"swap_out": SubResource("Animation_u7d31")
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@@ -1,6 +1,7 @@
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extends CharacterBody3D
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const JUMP_VELOCITY = 5
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const JUMP_WEAPON_DIP = Vector3(0,-5,0)
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const WALK_TRANSITION_SPEED = 7
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const MAX_AIR_DASH = 1
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const FLASHLIGHT_BRIGHTNESS = 30
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@@ -79,6 +80,7 @@ var bullet_damage
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var def_weapon_holder_pos : Vector3
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var weapon_holder_start_rot
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var weapon_holder_start_pos
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var weapon_dip_pos = Vector3(0,0,0)
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var gun_folded = false
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var recoiling_fade = 0
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var bullet_destination
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@@ -214,6 +216,7 @@ func _physics_process(delta):
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# Handle jump.
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if Input.is_action_just_pressed("jump") and is_on_floor() and !is_climbing:
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velocity.y += JUMP_VELOCITY
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weapon_dip_pos += JUMP_WEAPON_DIP
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crouched = false
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elif Input.is_action_just_pressed("jump") and double_jump == true and !is_climbing:
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velocity.y += JUMP_VELOCITY
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@@ -705,6 +708,7 @@ func weapon_sway(delta):
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func weapon_bob(vel : float, delta):
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if weapon_holder:
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weapon_holder.global_position.y += -clamp(velocity.y * .15,-1,1) * delta
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if vel > 2 and is_on_floor():
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var speed_adjust = speed/WALK_SPEED
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var bob_amount : float = 0.05
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