LOOKS LIKE I FIXED THE BULLETS

needed to add raycast to target area collision layer
This commit is contained in:
derek
2024-11-27 11:46:52 -06:00
parent ffd39c63f8
commit ff3155f25f
4 changed files with 92 additions and 65 deletions

View File

@@ -1,7 +1,5 @@
extends RigidBody3D
@export var collision_shape : Node
var bullet_speed
var bullet_drop
var random_spread_amt
@@ -12,7 +10,6 @@ var distance_from_player
var player_position
var player_velocity
var bullet_active = true
var bullet_target : Node
@onready var mesh = $Cylinder
@onready var particles = $GPUParticles3D
@@ -20,27 +17,23 @@ var bullet_target : Node
@onready var hit_indicator = $Audio/HitIndicator
@onready var ray: RayCast3D = $RayCast3D
# Called when the node enters the scene tree for the first time.
func _ready():
visible = false
if bullet_target == null:
linear_velocity += transform.basis * Vector3(0, 0, -bullet_speed) + player_velocity
linear_velocity += transform.basis * Vector3(0, 0, -bullet_speed) + player_velocity
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _physics_process(delta):
angular_velocity = Vector3(0,0,0)
distance_from_player = self.global_position.distance_to(player_position)
distance_from_player = abs(self.global_position - player_position)
if distance_from_player > 1.5:
if distance_from_player.length() > 1.5:
visible = true
if bullet_target != null:
linear_velocity = transform.basis * Vector3(0, 0, -bullet_speed)
look_at(bullet_target.global_position)
if ray.is_colliding():
var body = ray.get_collider()
if body != null and !body.is_in_group("player"):
@@ -73,39 +66,12 @@ func _physics_process(delta):
var current_velocity = transform.basis * Vector3(0,0,-1 * bullet_force_mod)
ray.get_collider().breaking(current_velocity)
despawn()
queue_free()
#func _on_body_entered(body: Node) -> void:
#
#if !body.is_in_group("player"):
#
#ray.enabled = false
#
#if ray.is_colliding():
#var ray_body = ray.get_collider()
#if ray_body != null:
##bullethole effect
#ray_body.add_child(instance_bullethole)
#instance_bullethole.global_transform.origin = ray.get_collision_point()
#if (abs(ray.get_collision_normal().y) > 0.99):
#instance_bullethole.look_at(ray.get_collision_point() + ray.get_collision_normal(), Vector3(0,0,1))
#else:
#instance_bullethole.look_at(ray.get_collision_point() + ray.get_collision_normal())
#
#if body.is_in_group("switch"):
#body.hit()
#
###move rigidbodies
##if body.is_in_group("scene_rigidbody"):
##body.linear_velocity += transform.basis * Vector3(0,0,-1 * bullet_force_mod)
#
#if body.is_in_group("breakable"):
#var current_velocity = transform.basis * Vector3(0,0,-1 * bullet_force_mod)
#body.breaking(current_velocity)
#despawn()
func _on_body_entered(body: Node) -> void:
if !body.is_in_group("player"):
await get_tree().create_timer(.1).timeout
mesh.visible = false
func despawn():
#visible = false
#collision_shape.disabled = true
#await get_tree().create_timer(1).timeout
queue_free()