Files
fps_project_1/scripts/bullet.gd

78 lines
2.1 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
@onready var mesh = $gunbullet1
@onready var ray = $RayCast3D
@onready var particles = $GPUParticles3D
@onready var enemy_particles = $GPUParticlesEnemy
@onready var timer = $Timer
@onready var gunbullet1 = $gunbullet1/Cylinder
@onready var hit_indicator = $Audio/HitIndicator
var rng = RandomNumberGenerator.new()
var av_x
var av_y
var av_z
# Called when the node enters the scene tree for the first time.
func _ready():
#apply random rotation
av_x = deg_to_rad(rng.randf_range(-random_spread_amt,random_spread_amt))
av_y = deg_to_rad(rng.randf_range(-random_spread_amt,random_spread_amt))
av_z = deg_to_rad(rng.randf_range(-random_spread_amt,random_spread_amt))
#angular_velocity += Vector3(av_x,av_y,av_z)
linear_velocity += transform.basis * Vector3(0, 0, -bullet_speed)
timer.start()
visible = false
func MoveAndCollide():
pass
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
distance_from_player = abs(self.global_position - player_position)
if distance_from_player.x > 2 or distance_from_player.y > 2 or distance_from_player.z > 2:
visible = true
func _on_body_entered(body):
if !body.is_in_group("player"):
mesh.visible = false
ray.enabled = false
#bullethole effect
body.add_child(instance_bullethole)
instance_bullethole.global_transform.origin = body.get_collision_point()
instance_bullethole.look_at(body.get_collision_point() + body.get_collision_normal(), Vector3.UP)
##move rigidbodies
#if ray.get_collider().is_in_group("scene_rigidbody"):
#ray.get_collider().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)
if body.is_in_group("enemy"):
hit_indicator.play()
enemy_particles.emitting = true
body.hit(bullet_damage)
await get_tree().create_timer(1.0).timeout
queue_free()