83 lines
2.7 KiB
GDScript
83 lines
2.7 KiB
GDScript
extends Node3D
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const recoil_amount : Vector3 = Vector3(.5,.1,.1)
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var bullet_speed
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var bullet_drop
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var random_spread_amt
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var bullet_damage
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var bullet_force_mod = 1.0
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var distance_from_player
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var player
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var fired_by
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@onready var mesh = $gunbullet1
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@onready var ray = $RayCast3D
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@onready var particles = $GPUParticles3D
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@onready var enemy_particles = $GPUParticlesEnemy
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@onready var timer = $Timer
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@onready var gunbullet1 = $gunbullet1/Cylinder
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@onready var hit_indicator = $Audio/HitIndicator
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@export var bullethole : Resource
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@onready var level_control = get_tree().current_scene
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var rng = RandomNumberGenerator.new()
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var av_x
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var av_y
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var av_z
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# Called when the node enters the scene tree for the first time.
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func _ready():
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#apply random rotation
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av_x = deg_to_rad(rng.randf_range(-random_spread_amt,random_spread_amt))
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av_y = deg_to_rad(rng.randf_range(-random_spread_amt,random_spread_amt))
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av_z = deg_to_rad(rng.randf_range(-random_spread_amt,random_spread_amt))
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rotation += Vector3(av_x,av_y,av_z)
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timer.start()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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position += transform.basis * Vector3(0, 0, -bullet_speed) * delta
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rotation.x = clamp(rotation.x - delta * bullet_drop,deg_to_rad(-90),deg_to_rad(90))
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if ray.is_colliding() and ray.get_collider() != null:
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if ray.get_collider().is_in_group("player"):
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var player = ray.get_collider()
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var snap_amount = 10
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var speed_amount = 10
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player.level_control.health -= bullet_damage
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player.recoil.add_recoil(recoil_amount,snap_amount,speed_amount)
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if player.level_control.health <= bullet_damage:
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player.level_control.last_hit = fired_by
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player.hurt_audio.play()
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else:
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queue_free()
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if ray.is_colliding() and ray.get_collider() != null:
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if !ray.get_collider().is_in_group("player"):
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mesh.visible = false
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ray.enabled = false
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#bullethole effect
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var instance_bullethole = bullethole.instantiate()
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ray.get_collider().add_child(instance_bullethole)
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instance_bullethole.global_transform.origin = ray.get_collision_point()
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if (abs(ray.get_collision_normal().y) > 0.99):
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instance_bullethole.look_at(ray.get_collision_point() + ray.get_collision_normal(), Vector3(0,0,1))
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else:
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instance_bullethole.look_at(ray.get_collision_point() + ray.get_collision_normal())
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#move rigidbodies
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if ray.get_collider().is_in_group("scene_rigidbody"):
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ray.get_collider().linear_velocity += transform.basis * Vector3(0,0,-1 * bullet_force_mod)
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if ray.get_collider().is_in_group("breakable"):
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var current_velocity = transform.basis * Vector3(0,0,-1 * bullet_force_mod)
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ray.get_collider().breaking(current_velocity)
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queue_free()
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