Files
fps_project_1/scripts/bullet.gd

112 lines
3.3 KiB
GDScript

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():
visible = false
if bullet_target == null:
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)
if distance_from_player > 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"):
mesh.visible = false
ray.enabled = false
if body.is_in_group("enemy_target"):
hit_indicator.play()
enemy_particles.emitting = true
SignalBus.emit_signal("enemy_hit")
ray.get_collider().hit(bullet_damage)
#bullethole effect
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)
ray.get_collider().breaking(current_velocity)
despawn()
#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 despawn():
#visible = false
#collision_shape.disabled = true
#await get_tree().create_timer(1).timeout
queue_free()