death camera mostly working
This commit is contained in:
@@ -7,6 +7,7 @@ var bullet_damage
|
||||
var bullet_force_mod = 1.0
|
||||
var distance_from_player
|
||||
var player
|
||||
var fired_by
|
||||
|
||||
@onready var mesh = $gunbullet1
|
||||
@onready var ray = $RayCast3D
|
||||
@@ -16,8 +17,8 @@ var player
|
||||
@onready var gunbullet1 = $gunbullet1/Cylinder
|
||||
@onready var hit_indicator = $Audio/HitIndicator
|
||||
@export var bullethole : Resource
|
||||
@onready var level_control = get_tree().current_scene
|
||||
|
||||
var level_control
|
||||
var rng = RandomNumberGenerator.new()
|
||||
var av_x
|
||||
var av_y
|
||||
@@ -32,18 +33,22 @@ func _ready():
|
||||
rotation += Vector3(av_x,av_y,av_z)
|
||||
timer.start()
|
||||
|
||||
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
func _process(delta):
|
||||
position += transform.basis * Vector3(0, 0, -bullet_speed) * delta
|
||||
rotation.x = clamp(rotation.x - delta * bullet_drop,deg_to_rad(-90),deg_to_rad(90))
|
||||
|
||||
if ray.is_colliding() and ray.get_collider != null:
|
||||
|
||||
if ray.is_colliding() and ray.get_collider() != null:
|
||||
if ray.get_collider().is_in_group("player"):
|
||||
var player = ray.get_collider()
|
||||
player.level_control.health -= bullet_damage
|
||||
player.hurt_audio.play()
|
||||
queue_free()
|
||||
|
||||
if player.level_control.health <= bullet_damage:
|
||||
player.level_control.last_hit = fired_by
|
||||
player.hurt_audio.play()
|
||||
else:
|
||||
queue_free()
|
||||
|
||||
if ray.is_colliding() and !ray.get_collider().is_in_group("player"):
|
||||
|
||||
|
||||
Reference in New Issue
Block a user