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 @onready var mesh = $Cylinder @onready var particles = $GPUParticles3D @onready var enemy_particles = $GPUParticlesEnemy @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(): linear_velocity += player_velocity visible = false # Called every frame. 'delta' is the elapsed time since the previous frame. func _physics_process(delta): linear_velocity = transform.basis * Vector3(0, 0, -bullet_speed) if bullet_target != null: look_at(bullet_target.global_position) distance_from_player = abs(self.global_position - player_position) if distance_from_player.length() > 1.5: visible = true 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(): queue_free()