Fixed gibs braking shooting collisions.

remotes/1705382094874458415/tmp_refs/heads/godot4-port
unfa 2020-09-26 00:06:36 +02:00
parent 0426c10ca3
commit 61ed17235b
2 changed files with 27 additions and 25 deletions

View File

@ -10,39 +10,39 @@ operator = 2
default_input_values = [ 0, 0.0, 1, 0.5 ]
operator = 2
[sub_resource type="VisualShaderNodeVectorOp" id=13]
[sub_resource type="VisualShaderNodeVectorOp" id=4]
operator = 2
[sub_resource type="VisualShaderNodeScalarConstant" id=14]
[sub_resource type="VisualShaderNodeScalarConstant" id=5]
constant = 8.0
[sub_resource type="VisualShaderNodeVectorScalarMix" id=15]
[sub_resource type="VisualShaderNodeVectorScalarMix" id=6]
[sub_resource type="VisualShaderNodeFresnel" id=4]
[sub_resource type="VisualShaderNodeFresnel" id=7]
default_input_values = [ 2, true, 3, 0.5 ]
[sub_resource type="VisualShaderNodeColorConstant" id=5]
[sub_resource type="VisualShaderNodeColorConstant" id=8]
output_port_for_preview = 0
constant = Color( 1, 0.859069, 0.215686, 1 )
[sub_resource type="VisualShaderNodeVectorOp" id=6]
[sub_resource type="VisualShaderNodeVectorOp" id=9]
operator = 2
[sub_resource type="VisualShaderNodeScalarConstant" id=7]
[sub_resource type="VisualShaderNodeScalarConstant" id=10]
constant = 2.0
[sub_resource type="VisualShaderNodeInput" id=8]
[sub_resource type="VisualShaderNodeInput" id=11]
output_port_for_preview = 0
input_name = "color"
[sub_resource type="VisualShaderNodeColorConstant" id=9]
[sub_resource type="VisualShaderNodeColorConstant" id=12]
output_port_for_preview = 0
constant = Color( 0.650391, 0.192161, 0.0203247, 1 )
[sub_resource type="VisualShaderNodeScalarFunc" id=11]
[sub_resource type="VisualShaderNodeScalarFunc" id=13]
function = 18
[sub_resource type="VisualShader" id=12]
[sub_resource type="VisualShader" id=14]
code = "shader_type spatial;
render_mode specular_disabled, unshaded;
@ -115,19 +115,19 @@ graph_offset = Vector2( -221, -337.75 )
modes/specular = 4
flags/unshaded = true
nodes/fragment/0/position = Vector2( 560, -300 )
nodes/fragment/2/node = SubResource( 4 )
nodes/fragment/2/node = SubResource( 7 )
nodes/fragment/2/position = Vector2( -640, -540 )
nodes/fragment/3/node = SubResource( 5 )
nodes/fragment/3/node = SubResource( 8 )
nodes/fragment/3/position = Vector2( -680, 260 )
nodes/fragment/4/node = SubResource( 6 )
nodes/fragment/4/node = SubResource( 9 )
nodes/fragment/4/position = Vector2( 260, 60 )
nodes/fragment/5/node = SubResource( 7 )
nodes/fragment/5/node = SubResource( 10 )
nodes/fragment/5/position = Vector2( 40, 260 )
nodes/fragment/6/node = SubResource( 8 )
nodes/fragment/6/node = SubResource( 11 )
nodes/fragment/6/position = Vector2( -640, -220 )
nodes/fragment/7/node = SubResource( 9 )
nodes/fragment/7/node = SubResource( 12 )
nodes/fragment/7/position = Vector2( -400, 40 )
nodes/fragment/9/node = SubResource( 11 )
nodes/fragment/9/node = SubResource( 13 )
nodes/fragment/9/position = Vector2( -80, -180 )
nodes/fragment/10/node = SubResource( 1 )
nodes/fragment/10/position = Vector2( -400, -160 )
@ -135,13 +135,13 @@ nodes/fragment/11/node = SubResource( 2 )
nodes/fragment/11/position = Vector2( 100, -340 )
nodes/fragment/12/node = SubResource( 3 )
nodes/fragment/12/position = Vector2( -260, -520 )
nodes/fragment/13/node = SubResource( 13 )
nodes/fragment/13/node = SubResource( 4 )
nodes/fragment/13/position = Vector2( -380, 300 )
nodes/fragment/14/node = SubResource( 14 )
nodes/fragment/14/node = SubResource( 5 )
nodes/fragment/14/position = Vector2( -520, 460 )
nodes/fragment/15/node = SubResource( 15 )
nodes/fragment/15/node = SubResource( 6 )
nodes/fragment/15/position = Vector2( 40, 60 )
nodes/fragment/connections = PoolIntArray( 5, 0, 4, 1, 6, 0, 10, 0, 10, 0, 9, 0, 6, 0, 11, 1, 2, 0, 12, 0, 12, 0, 11, 0, 11, 0, 0, 1, 4, 0, 0, 0, 3, 0, 13, 0, 14, 0, 13, 1, 7, 0, 15, 0, 13, 0, 15, 1, 9, 0, 15, 2, 15, 0, 4, 0 )
[resource]
shader = SubResource( 12 )
shader = SubResource( 14 )

View File

@ -163,8 +163,10 @@ master func kill():
get_tree().root.add_child(gibs)
gibs.global_transform = global_transform
gibs.show()
# enable the ragdoll colliders
for i in gibs.get_children():
i.sleeping = false
i.get_child(1).disabled = false
$MeshInstance.hide()
yield(get_tree().create_timer(3), "timeout")
@ -249,9 +251,9 @@ func _input(event):
# Called when the node enters the scene tree for the first time.
func _ready():
# disabled the ragdoll collider
for i in $Player/Gibs.get_children():
print(i)
i.get_child(1).disabled = true
#disabled = true
#$"Player/Gibs/PlayerGibs _cell /shape0".set_disabled(true)