Rockt lancher works with direct hits only
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3 changed files with 57 additions and 23 deletions
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@ -5,14 +5,17 @@ extends Node3D
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@export var damage : int
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var source_position : Vector3
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var player
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var noise = OpenSimplexNoise.new()
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var time := 0.0
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#var active := true
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@onready var halo = $OmniLight3D/Halo
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@onready var halo_transform = halo.global_transform
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@export var halo_color : Color
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var ray_previously : bool
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var ray_previously : bool = false
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# Declare member variables here. Examples:
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# var a = 2
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@ -21,6 +24,9 @@ var ray_previously : bool
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# Called when the node enters the scene tree for the first time.
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func _ready():
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var halo_material = halo.mesh.surface_get_material(0).duplicate()
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halo.mesh.surface_set_material(0, halo_material)
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#$OmniLight3D/Smoke.emitting = true
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noise.octaves = 2
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@ -36,20 +42,24 @@ func _physics_process(delta):
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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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time += delta
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var flicker = sin(time * 225) + sin(time * 240) / 2 + sin(time * 295) / 3
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$OmniLight3D.light_energy = 3 + flicker /2
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halo.mesh.size = Vector2.ONE * 2 + Vector2(flicker, flicker) / 16
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halo.mesh.size = Vector2.ONE * 1.5 + Vector2(flicker, flicker) / 16
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var space_state = get_world_3d().direct_space_state
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var physics_ray_query_parameters_3d = PhysicsRayQueryParameters3D.new()
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physics_ray_query_parameters_3d.from = halo.global_transform.origin
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physics_ray_query_parameters_3d.to = get_viewport().get_camera_3d().global_transform.origin
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physics_ray_query_parameters_3d.exclude = [self]
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physics_ray_query_parameters_3d.exclude = [$Area3D, get_viewport().get_camera_3d().get_parent().get_parent()]
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var ray = space_state.intersect_ray(physics_ray_query_parameters_3d)
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#print(ray)
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if ray.size() > 0 and not ray_previously:
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halo.hide()
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elif not ray.size() > 0 and ray_previously:
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@ -59,32 +69,48 @@ func _process(delta):
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ray_previously = true
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else:
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ray_previously = false
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if halo.visible:
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var fade = 1 - clamp((physics_ray_query_parameters_3d.from.distance_squared_to(physics_ray_query_parameters_3d.to) / 1000 ), 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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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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target.rpc(&'take_damage', get_multiplayer_authority(), hit_position, hit_normal, damage, source_position, type, push)
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else:
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target.rpc(&'take_damage',get_multiplayer_authority(), hit_position, hit_normal, damage, source_position, type, push)
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# TODO take data from the material of the target and spawn an appropriate hit effect
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var hit_effect : Node = hit_effect_scene.instantiate()
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get_tree().root.add_child(hit_effect)
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hit_effect.global_transform.origin = hit_position
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#print(impact_vfx.global_transform)
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var result = hit_effect.look_at(hit_position + hit_normal)
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if not result: # if the look_at failed (as it will on floors and ceilings) try another approach:
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hit_effect.look_at(hit_position + hit_normal, Vector3.LEFT)
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hit_effect.rotate(hit_normal, randf_range(0, PI * 2))
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var hit_effect : Node = hit_effect_scene.instantiate()
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get_tree().root.add_child(hit_effect)
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hit_effect.global_transform.origin = hit_position
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#print(impact_vfx.global_transform)
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var result = hit_effect.look_at(hit_position + hit_normal)
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if not result: # if the look_at failed (as it will on floors and ceilings) try another approach:
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hit_effect.look_at(hit_position + hit_normal, Vector3.LEFT)
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hit_effect.rotate(hit_normal, randf_range(0, PI * 2))
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#print(impact_vfx.global_transform)
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func _on_Area3D_body_entered(body):
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var hit_normal = body.global_transform.origin - global_transform.origin # is this correct?
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give_damage(body, global_transform.origin, hit_normal,damage, source_position, Globals.DamageType.EXPLOSION, 100)
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queue_free()
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if is_multiplayer_authority(): # only do this on the attacker's local instance of the game
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var hit_normal = body.global_transform.origin - global_transform.origin # is this correct?
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give_damage(body, global_transform.origin, hit_normal,damage, source_position, Globals.DamageType.EXPLOSION, 100)
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set_process(false)
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halo.hide()
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$OmniLight3D.light_energy = 0
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$OmniLight3D/Smoke.emitting = false
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$Area3D.queue_free()
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$Rocket.queue_free()
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$Timer2.start()
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func _on_Timer_timeout():
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queue_free()
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func _on_Timer2_timeout():
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queue_free()
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@ -80,13 +80,15 @@ fill_to = Vector2(0.5, 0)
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blend_mode = 1
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no_depth_test = true
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shading_mode = 0
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vertex_color_use_as_albedo = true
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albedo_color = Color(1, 0.529412, 0.270588, 1)
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albedo_texture = SubResource( "GradientTexture2D_5y8sa" )
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disable_receive_shadows = true
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billboard_mode = 1
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fixed_size = true
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point_size = 89.7
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proximity_fade_distance = 0.5
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proximity_fade_enable = true
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proximity_fade_distance = 0.25
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[sub_resource type="QuadMesh" id="QuadMesh_q2732"]
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material = SubResource( "StandardMaterial3D_yhx2h" )
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@ -96,6 +98,7 @@ script = ExtResource( "1_3ywpo" )
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hit_effect_scene = ExtResource( "2_1tben" )
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speed = 35.0
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damage = 75
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halo_color = Color(1, 0.529412, 0.270588, 1)
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[node name="Rocket" parent="." instance=ExtResource( "3_wqrr6" )]
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transform = Transform3D(-1.07092e-07, 0, -2.44998, 0, 2.44998, 0, 2.44998, 0, -1.07092e-07, 0, 0, -0.28679)
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@ -143,7 +146,6 @@ process_material = SubResource( "ParticlesMaterial_mu7mc" )
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draw_pass_1 = SubResource( "QuadMesh_gkbg3" )
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[node name="Halo" type="MeshInstance3D" parent="OmniLight3D"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -0.1)
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layers = 2
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cast_shadow = 0
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mesh = SubResource( "QuadMesh_q2732" )
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@ -155,7 +157,12 @@ wait_time = 10.0
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one_shot = true
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autostart = true
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[node name="Timer2" type="Timer" parent="."]
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wait_time = 2.0
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one_shot = true
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[connection signal="body_entered" from="Area3D" to="." method="_on_Area3D_body_entered"]
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[connection signal="timeout" from="Timer" to="." method="_on_Timer_timeout"]
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[connection signal="timeout" from="Timer2" to="." method="_on_Timer2_timeout"]
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[editable path="Rocket"]
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@ -119,6 +119,7 @@ var spread = spread_min
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var projectile_instance = projectile_or_tracer_scene.instantiate()
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projectile_instance.global_transform = muzzle.global_transform.looking_at(to)
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projectile_instance.source_position = player.global_transform.origin
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projectile_instance.player = player
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#projectile_instance.get_node("RayCast3D").add_exception(player)
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#projectile_instance.rotate_x(PI/2)
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get_tree().root.add_child(projectile_instance)
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