diff --git a/Game/Assets/Weapons/Projectile.gd b/Game/Assets/Weapons/Projectile.gd index ef26328..2b425fa 100644 --- a/Game/Assets/Weapons/Projectile.gd +++ b/Game/Assets/Weapons/Projectile.gd @@ -25,7 +25,7 @@ var ray_previously : bool = false func _ready(): var halo_material = halo.mesh.surface_get_material(0).duplicate() - halo.mesh.surface_set_material(0, halo_material) + halo.set_surface_override_material(0, halo_material) #$OmniLight3D/Smoke.emitting = true func _physics_process(delta): @@ -66,7 +66,7 @@ func _process(delta): if halo.visible: var fade = 1 - clamp(pow(physics_ray_query_parameters_3d.from.distance_to(physics_ray_query_parameters_3d.to), 1.5) / 800, 0, 1) #print(fade) - halo.mesh.surface_get_material(0)["albedo_color"] = halo_color * fade + halo.get_surface_override_material(0)["albedo_color"] = halo_color * fade func give_damage(target: Node, hit_position: Vector3, hit_normal: Vector3, damage: int, source_position: Vector3, type: Globals.DamageType, push: float): if target.has_method(&'take_damage'): # we've hit a player or something else - the ywill handle everything like effects etc.