Files
fps_project_1/scripts/bullet.gd
2024-11-04 11:20:19 -06:00

72 lines
2.0 KiB
GDScript

extends RigidBody3D
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
@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
linear_velocity += transform.basis * Vector3(0, 0, -bullet_speed)
# 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 = 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") and bullet_active:
print("BODY HIT - " + str(body))
#Break Breakable Objects
if body.is_in_group("breakable"):
body.breaking(linear_velocity)
if body.is_in_group("switch"):
body.hit()
if ray.is_colliding() and !ray.get_collider().is_in_group("player"):
#Bullet Hole Effect
ray.get_collider().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())
#Hit Enemies
if ray.get_collider().is_in_group("enemy_target"):
hit_indicator.play()
enemy_particles.emitting = true
SignalBus.emit_signal("enemy_hit")
ray.get_collider().hit(bullet_damage)
mesh.visible = false
bullet_active = false
particles.emitting = true
await get_tree().create_timer(1).timeout
queue_free()