Files
fps_project_1/scripts/bullet_tracking.gd
2024-12-12 17:02:27 -06:00

71 lines
1.9 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
var bullet_inc = 10
@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):
bullet_inc += delta * bullet_inc * 20
linear_velocity = transform.basis * Vector3(0, 0, -bullet_inc)
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()