Implemented the bullet hit particle effect spawning. Fixed Particles not emitting on spawn.
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831863b397
commit
7daa77ae8b
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@ -33,6 +33,42 @@ tracks/1/keys = {
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"update": 0,
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"values": [ Vector3( 2, 2, 2 ), Vector3( 1, 1, 1 ), Vector3( 0, 0, 0 ) ]
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}
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tracks/2/type = "value"
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tracks/2/path = NodePath("ParticlesDust:emitting")
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tracks/2/interp = 1
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tracks/2/loop_wrap = true
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tracks/2/imported = false
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tracks/2/enabled = true
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tracks/2/keys = {
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"times": PoolRealArray( 0 ),
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"transitions": PoolRealArray( 1 ),
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"update": 1,
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"values": [ true ]
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}
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tracks/3/type = "value"
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tracks/3/path = NodePath("ParticlesSparks:emitting")
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tracks/3/interp = 1
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tracks/3/loop_wrap = true
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tracks/3/imported = false
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tracks/3/enabled = true
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tracks/3/keys = {
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"times": PoolRealArray( 0 ),
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"transitions": PoolRealArray( 1 ),
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"update": 1,
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"values": [ true ]
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}
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tracks/4/type = "value"
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tracks/4/path = NodePath("ParticlesSmoke:emitting")
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tracks/4/interp = 1
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tracks/4/loop_wrap = true
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tracks/4/imported = false
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tracks/4/enabled = true
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tracks/4/keys = {
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"times": PoolRealArray( 0 ),
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"transitions": PoolRealArray( 1 ),
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"update": 1,
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"values": [ true ]
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}
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[sub_resource type="SphereMesh" id=4]
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radius = 0.1
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@ -24,6 +24,8 @@ var velocity = Vector3.ZERO
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var walkDirection = Vector2.ZERO
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var walkDirInt = Vector2.ZERO
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var bulletHitEffect = preload("res://Assets/Effects/BulletHit.tscn")
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# Declare member variables here. Examples:
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# var a = 2
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# var b = "text"
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@ -111,6 +113,11 @@ func shoot():
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print(hit)
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if hit.has_method("on_hit"):
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hit.rpc("on_hit")
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else:
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var effect = bulletHitEffect.instance()
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effect.global_transform.origin = result.position
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get_tree().root.call_deferred("add_child", effect)
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func _input(event):
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if str(get_tree().get_network_unique_id()) != name:
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