forked from unfa/liblast
Fixed rocket halo distance fade
parent
02d0bee09c
commit
751b369163
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@ -25,7 +25,7 @@ var ray_previously : bool = false
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func _ready():
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var halo_material = halo.mesh.surface_get_material(0).duplicate()
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halo.mesh.surface_set_material(0, halo_material)
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halo.set_surface_override_material(0, halo_material)
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#$OmniLight3D/Smoke.emitting = true
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func _physics_process(delta):
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@ -66,7 +66,7 @@ func _process(delta):
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if halo.visible:
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var fade = 1 - clamp(pow(physics_ray_query_parameters_3d.from.distance_to(physics_ray_query_parameters_3d.to), 1.5) / 800, 0, 1)
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#print(fade)
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halo.mesh.surface_get_material(0)["albedo_color"] = halo_color * fade
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halo.get_surface_override_material(0)["albedo_color"] = halo_color * fade
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func give_damage(target: Node, hit_position: Vector3, hit_normal: Vector3, damage: int, source_position: Vector3, type: Globals.DamageType, push: float):
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if target.has_method(&'take_damage'): # we've hit a player or something else - the ywill handle everything like effects etc.
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