more smoke particle work
This commit is contained in:
@@ -88,7 +88,7 @@ func shoot(delta):
|
||||
if level_control.ammo_current[gun_index] > 0:
|
||||
if !anim_player.is_playing():
|
||||
anim_player.play("shoot")
|
||||
fire_smoke.emitting = true
|
||||
barrel_smoke(fire_smoke,true)
|
||||
elif !anim_player.is_playing() and cycle_count != 0:
|
||||
anim_player.play("empty")
|
||||
audio_empty.play()
|
||||
@@ -122,8 +122,8 @@ func reload():
|
||||
func pellet_spawn():
|
||||
var pellets_remaining = pellets_per_shot
|
||||
while pellets_remaining > 0:
|
||||
var lv_x = randf_range(-spread.x,spread.x)
|
||||
var lv_y = randf_range(-spread.y,spread.y)
|
||||
var lv_x = rng.randf_range(-spread.x,spread.x)
|
||||
var lv_y = rng.randf_range(-spread.y,spread.y)
|
||||
# instance bullet
|
||||
var instance_bullet = bullet.instantiate()
|
||||
instance_bullet.position = player.bullet_ray.global_position
|
||||
@@ -135,8 +135,8 @@ func pellet_spawn():
|
||||
get_tree().get_root().add_child(instance_bullet)
|
||||
pellets_remaining -= 1
|
||||
|
||||
func barrel_smoke(emitting_state):
|
||||
smoke.emitting = emitting_state
|
||||
func barrel_smoke(particle_system, emitting_state):
|
||||
particle_system.emitting = emitting_state
|
||||
smoke_timer.start()
|
||||
|
||||
func swapped_out():
|
||||
@@ -144,4 +144,5 @@ func swapped_out():
|
||||
|
||||
|
||||
func _on_smoke_timer_timeout() -> void:
|
||||
barrel_smoke(false)
|
||||
barrel_smoke(smoke, false)
|
||||
barrel_smoke(fire_smoke, false)
|
||||
|
||||
Reference in New Issue
Block a user