Fixed weapon damage_dealt signal not being connected to HUD for hitmarkers
parent
05b18a1b96
commit
79e566b00d
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@ -7,9 +7,11 @@ func updateHealth(health: int):
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$Health/HealthBar.value = health
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$Health/HealthBar.value = health
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$Health/HealthBar/HealthText.text = String(health)
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$Health/HealthBar/HealthText.text = String(health)
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func update_crosshair(visible: bool, hit: bool, kill: bool):
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func update_crosshair(kill):
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$Crosshair.visible = visible
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$Crosshair.visible = true # visible
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if hit:
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$Crosshair/HitConfirmation.activate(0.15, false)
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$Crosshair/HitConfirmation.activate(0.15, false)
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elif kill:
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#if hit:
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$Crosshair/HitConfirmation.activate(0.3, true)
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# $Crosshair/HitConfirmation.activate(0.15, false)
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#elif kill:
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# $Crosshair/HitConfirmation.activate(0.3, true)
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@ -408,6 +408,9 @@ func set_local_player():
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# Called when the node enters the scene tree for the first time.
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# Called when the node enters the scene tree for the first time.
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func _ready():
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func _ready():
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$HUD/Health/HealthBar.max_value = max_health
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$HUD/Health/HealthBar.max_value = max_health
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for weapon in $Camera/Hand/Weapons.get_children():
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weapon.connect("damage_dealt", $HUD, "update_crosshair")
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# Set player class
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# Set player class
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var path = get_script().get_path()
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var path = get_script().get_path()
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@ -221,7 +221,7 @@ script = ExtResource( 8 )
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.53592, -0.0651628 )
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.53592, -0.0651628 )
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[node name="Hand" type="Spatial" parent="Camera"]
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[node name="Hand" type="Spatial" parent="Camera"]
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transform = Transform( -4.37114e-08, 0, -1, 0, 1, 0, 1, 0, -4.37114e-08, 0.335, -0.391038, -0.559 )
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transform = Transform( -4.37114e-08, 0, -1, 0, 1, 0, 1, 0, -4.37114e-08, 0.335, -0.394248, -0.559 )
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[node name="WeaponBobAnimationTree" type="AnimationTree" parent="Camera/Hand"]
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[node name="WeaponBobAnimationTree" type="AnimationTree" parent="Camera/Hand"]
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tree_root = SubResource( 12 )
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tree_root = SubResource( 12 )
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@ -68,7 +68,8 @@ func shoot(camera):
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if hit is Player:
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if hit is Player:
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var kill = hit.health <= 0
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var kill = hit.health <= 0
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emit_signal("damage_dealt", kill)
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emit_signal("damage_dealt", kill)
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print(player.get_network_master())
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print(get_signal_connection_list("damage_dealt")[0]["target"].name)
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else:
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else:
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reload()
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reload()
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