forked from unfa/liblast
Fixed bullet tracers not obeying spread and having wrong collision. Disabeld shadows for tracers.
parent
3763bd73dd
commit
b936750afa
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@ -235,15 +235,15 @@ func _process(delta):
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$FocusBanner.mesh.surface_get_material(0).set("albedo_color", Color(1,1,1, focus_banner_alpha))
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$FocusBanner.mesh.surface_get_material(0).set("albedo_color", Color(1,1,1, focus_banner_alpha))
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print("PLayer: ", name, "; Focus banner alpha: ", focus_banner_alpha, "; Focus banner show: ", focus_banner_show)
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#print("PLayer: ", name, "; Focus banner alpha: ", focus_banner_alpha, "; Focus banner show: ", focus_banner_show)
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if not input_active:
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if not input_active:
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return
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return
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# demand seeing other player's banner:
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# demand seeing other player's banner:
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print("Last viewed banner is ", last_viewed_banner)
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#print("Last viewed banner is ", last_viewed_banner)
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if $"Head/Camera/RayCast3D".is_colliding():
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if $"Head/Camera/RayCast3D".is_colliding():
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print("Probe got ", $"Head/Camera/RayCast3D".get_collider().name)
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#print("Probe got ", $"Head/Camera/RayCast3D".get_collider().name)
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if $"Head/Camera/RayCast3D".get_collider().has_method(&"view_banner"):
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if $"Head/Camera/RayCast3D".get_collider().has_method(&"view_banner"):
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$"Head/Camera/RayCast3D".get_collider().view_banner(true)
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$"Head/Camera/RayCast3D".get_collider().view_banner(true)
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last_viewed_banner = $"Head/Camera/RayCast3D".get_collider()
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last_viewed_banner = $"Head/Camera/RayCast3D".get_collider()
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@ -1,6 +1,6 @@
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extends Node3D
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extends Node3D
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const SPEED = 200
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const SPEED = 250
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# Declare member variables here. Examples:
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# Declare member variables here. Examples:
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# var a = 2
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# var a = 2
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@ -9,11 +9,11 @@ const SPEED = 200
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# Called when the node enters the scene tree for the first time.
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# Called when the node enters the scene tree for the first time.
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func _ready():
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func _ready():
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translate_object_local(Vector3.UP * SPEED / 60 * randf_range(0, 1)) # randomize starting point
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#translate_object_local(Vector3.FORWARD * SPEED / 60 * randf_range(0, 1)) # randomize starting point
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$RayCast3D.target_position = Vector3.UP * SPEED / 60
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$RayCast3D.target_position = - Vector3.FORWARD * SPEED / 30
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func _process(delta):
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func _process(delta):
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if $RayCast3D.is_colliding():
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if $RayCast3D.is_colliding():
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queue_free()
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queue_free()
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else:
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else:
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translate_object_local(Vector3.UP * SPEED * delta)
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translate_object_local(Vector3.FORWARD * SPEED * delta)
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@ -48,15 +48,15 @@ shadow_mesh = SubResource( "ArrayMesh_ee1b4" )
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script = ExtResource( "1_prhxw" )
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script = ExtResource( "1_prhxw" )
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[node name="RayCast3D" type="RayCast3D" parent="."]
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[node name="RayCast3D" type="RayCast3D" parent="."]
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transform = Transform3D(-5.73206e-15, 1, 4.37114e-08, -1.31134e-07, -4.37114e-08, 1, 1, 0, 1.31134e-07, 0, 0, 0)
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transform = Transform3D(-5.73206e-15, 1, 4.37114e-08, 1, 1.91069e-15, 8.74226e-08, 8.74226e-08, 4.37114e-08, -1, 0, 0, -3.99155)
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target_position = Vector3(0, 0, 5)
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target_position = Vector3(0, 0, 5)
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collision_mask = 3
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collision_mask = 3
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script = null
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script = null
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[node name="Tracer" type="MeshInstance3D" parent="."]
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[node name="Tracer" type="MeshInstance3D" parent="."]
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transform = Transform3D(7.54979e-09, 0.1, 2.18557e-08, 0, -4.37114e-09, 0.5, 0.1, -7.54979e-09, -1.65006e-15, 0, 6.25509, 0)
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transform = Transform3D(7.54979e-09, 0.1, 2.18557e-08, 0.1, -7.54979e-09, -2.18557e-08, -4.37114e-09, 4.37114e-09, -0.5, 0, 0, -3.88725)
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layers = 4
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layers = 4
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gi_mode = 1
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cast_shadow = 0
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mesh = SubResource( "ArrayMesh_lv12o" )
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mesh = SubResource( "ArrayMesh_lv12o" )
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skeleton = NodePath("")
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skeleton = NodePath("")
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surface_material_override/0 = null
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surface_material_override/0 = null
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@ -59,7 +59,7 @@ var spread = spread_min
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get_parent().add_child(flash_effect)
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get_parent().add_child(flash_effect)
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get_tree().root.add_child(tracer_effect)
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get_tree().root.add_child(tracer_effect)
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flash_effect.global_transform = muzzle.global_transform
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flash_effect.global_transform = muzzle.global_transform
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tracer_effect.global_transform = muzzle.global_transform
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tracer_effect.global_transform = muzzle.global_transform.looking_at(to)
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var casing_instance = casing.instantiate()
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var casing_instance = casing.instantiate()
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get_tree().root.add_child(casing_instance)
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get_tree().root.add_child(casing_instance)
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