extends RigidBody3D @export var collision_shape : Node var bullet_speed var bullet_drop var random_spread_amt var bullet_damage var instance_bullethole var bullet_force_mod = 1.0 var distance_from_player var player_position var player_velocity var bullet_active = true var bullet_target : Node var hold_cam_pos = null var camera_start var distance_to_cam_start var player_cam_FOV : float var opaque_color = Color(0.702, 0.557, 0.224) var transparent_color = Color(0.702, 0.557, 0.224, 0) @onready var level_control = get_tree().current_scene @onready var player = level_control.player @onready var mesh = $Cylinder @onready var particles = $GPUParticles3D @onready var enemy_particles = $GPUParticlesEnemy @onready var hit_indicator = $Audio/HitIndicator @onready var ray: RayCast3D = $RayCast3D @onready var camera: Camera3D = $Camera3D @onready var camera_handle: Node3D = $CameraHandle @onready var bullet_material = mesh.get_surface_override_material(0) const BULLET_CAM_FOV : float = 130 const BULLET_SENSITIVITY : float = 1 func _input(event): if event is InputEventMouseMotion and hold_cam_pos == null: var av_y = -event.relative.x * BULLET_SENSITIVITY var av_x = -event.relative.y * BULLET_SENSITIVITY angular_velocity += transform.basis * Vector3(av_x,av_y,0) # Called when the node enters the scene tree for the first time. func _ready(): Engine.time_scale = .01 player.gamespeed_controlled = true player.controlled_elsewhere = true player_cam_FOV = player.camera.fov camera.fov = player_cam_FOV camera_start = player.camera.global_position camera.global_position = camera_start distance_to_cam_start = camera.global_position.distance_to(camera_handle.global_position) camera.current = true # Called every frame. 'delta' is the elapsed time since the previous frame. func _physics_process(delta): camera.fov = lerp(player_cam_FOV,BULLET_CAM_FOV, delta * 3000) linear_velocity = transform.basis * Vector3(0, 0, -bullet_speed) var distance_to_cam = camera.global_position.distance_to(camera_handle.global_position) / (distance_to_cam_start*2) bullet_material.albedo_color = lerp(transparent_color,opaque_color,distance_to_cam) if hold_cam_pos != null: camera.global_position = hold_cam_pos else: camera.global_position = lerp(camera.global_position,camera_handle.global_position, delta * 300) if ray.is_colliding() and hold_cam_pos == null: hold_cam_pos = camera.global_position Engine.time_scale = .005 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() if body.is_in_group("breakable"): var current_velocity = transform.basis * Vector3(0,0,-1 * bullet_force_mod) body.breaking(current_velocity) despawn() func despawn(): player.camera.current = true player.controlled_elsewhere = false player.gamespeed_controlled = false #visible = false #collision_shape.disabled = true #await get_tree().create_timer(1).timeout queue_free()