forked from unfa/liblast
51 lines
1.4 KiB
GDScript
51 lines
1.4 KiB
GDScript
extends Spatial
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var casing = preload("res://Assets/Weapons/Handgun/Casing.tscn")
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var tracer = preload("res://Assets/Effects/BulletTracer.tscn")
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# Declare member variables here. Examples:
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# var a = 2
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# var b = "text"
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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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pass # Replace with function body.
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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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# pass
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remote func shoot():
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var casing_instance = casing.instance()
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casing_instance.global_transform = find_node("Ejector").global_transform
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casing_instance.rotate_y(deg2rad(90))
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casing_instance.angular_velocity = Vector3(rand_range(0, 40), 0, 0)
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casing_instance.linear_velocity = Vector3(rand_range(0, 1), 5, 0)
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get_tree().root.call_deferred("add_child", casing_instance)
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var tracer_instance = tracer.instance()
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tracer_instance.global_transform = find_node("Muzzle").global_transform
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get_tree().root.call_deferred("add_child", tracer_instance)
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#tracer_instance.rotate_object_local(Vector3.AXIS_Y, PI/4)
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#tracer_instance.angular_velocity = Vector3(rand_range(0, 40), 0, 0)
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#tracer_instance.linear_velocity = Vector3(rand_range(0, 1), 5, 0)
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# TODO - fix casing rotation
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# TODO - apply initial linear and angular velocity
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$Handgun/AnimationPlayer.stop()
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$Handgun/AnimationPlayer.play("Shoot", -1, 2)
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$SoundShoot.play()
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