From 9765443023c9852175fc317f04fd904000394714 Mon Sep 17 00:00:00 2001 From: Jan Heemstra Date: Mon, 12 Apr 2021 23:49:21 +0200 Subject: [PATCH] Fixed bullet impact effect direction --- Game/Assets/Effects/BulletHit.tscn | 4 +--- Game/Assets/Effects/BulletTracer.gd | 11 +++++++++-- Game/Classes/Player/Player.tscn | 2 +- Game/Classes/Weapon/Weapon.gd | 4 ++-- 4 files changed, 13 insertions(+), 8 deletions(-) diff --git a/Game/Assets/Effects/BulletHit.tscn b/Game/Assets/Effects/BulletHit.tscn index da3f3a2..af0f03e 100644 --- a/Game/Assets/Effects/BulletHit.tscn +++ b/Game/Assets/Effects/BulletHit.tscn @@ -183,8 +183,6 @@ particles_anim_h_frames = 1 particles_anim_v_frames = 1 particles_anim_loop = false albedo_texture = ExtResource( 2 ) -proximity_fade_enable = true -proximity_fade_distance = 0.15 [sub_resource type="QuadMesh" id=22] material = SubResource( 21 ) @@ -196,7 +194,7 @@ autoplay = "Effect" anims/Effect = SubResource( 1 ) [node name="Hit" type="MeshInstance" parent="."] -transform = Transform( 2, 0, 0, 0, 2, 0, 0, 0, 2, 0, 0, 0 ) +transform = Transform( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ) mesh = SubResource( 2 ) material/0 = SubResource( 3 ) diff --git a/Game/Assets/Effects/BulletTracer.gd b/Game/Assets/Effects/BulletTracer.gd index 62033ea..ef7b78b 100644 --- a/Game/Assets/Effects/BulletTracer.gd +++ b/Game/Assets/Effects/BulletTracer.gd @@ -9,6 +9,9 @@ func _ready(): translate_object_local(Vector3(-10,0,0)) set_process(true) +func face_vector(target): + pass + # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta): translate_object_local(Vector3(-velocity * delta,0,0)) @@ -17,9 +20,13 @@ func _process(delta): queue_free() else: var bullet_hit_effect = bullet_hit.instance() + get_tree().root.add_child(bullet_hit_effect) + + bullet_hit_effect.look_at($RayCast.get_collision_normal(), Vector3(0.29348756, 0.834576, 0.2384765)) + bullet_hit_effect.rotate_object_local(Vector3(1, 0, 0), -PI/2) bullet_hit_effect.global_translate($RayCast.get_collision_point()) - #bullet_hit_effect.global_transform *= bullet_hit_effect.global_transform.looking_at($RayCast.get_collision_point() + $RayCast.get_collision_normal(), Vector3.UP) - get_tree().root.call_deferred("add_child", bullet_hit_effect) + + queue_free() const casing = preload("res://Assets/Weapons/Handgun/Casing.gd") diff --git a/Game/Classes/Player/Player.tscn b/Game/Classes/Player/Player.tscn index 49aa96f..69e7f8b 100644 --- a/Game/Classes/Player/Player.tscn +++ b/Game/Classes/Player/Player.tscn @@ -221,7 +221,7 @@ script = ExtResource( 8 ) transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.53592, -0.0651628 ) [node name="Hand" type="Spatial" parent="Camera"] -transform = Transform( -4.37114e-08, 0, -1, 0, 1, 0, 1, 0, -4.37114e-08, 0.335, -0.39946, -0.559 ) +transform = Transform( -4.37114e-08, 0, -1, 0, 1, 0, 1, 0, -4.37114e-08, 0.335, -0.399925, -0.559 ) [node name="WeaponBobAnimationTree" type="AnimationTree" parent="Camera/Hand"] tree_root = SubResource( 12 ) diff --git a/Game/Classes/Weapon/Weapon.gd b/Game/Classes/Weapon/Weapon.gd index c523c75..02b8dd4 100644 --- a/Game/Classes/Weapon/Weapon.gd +++ b/Game/Classes/Weapon/Weapon.gd @@ -70,10 +70,10 @@ func shoot(camera): if hit is Player: var kill = true if hit.health <= 0 else false - print ("Player: kill = ", kill, " Target health: ", hit.health) + #print ("Player: kill = ", kill, " Target health: ", hit.health) emit_signal("damage_dealt", kill) - print(get_signal_connection_list("damage_dealt")[0]["target"].name) + #print(get_signal_connection_list("damage_dealt")[0]["target"].name) if kill: player.score(hit.name)