Fixed bullet impact effect direction
parent
63eef67c37
commit
9765443023
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@ -183,8 +183,6 @@ particles_anim_h_frames = 1
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particles_anim_v_frames = 1
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particles_anim_loop = false
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albedo_texture = ExtResource( 2 )
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proximity_fade_enable = true
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proximity_fade_distance = 0.15
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[sub_resource type="QuadMesh" id=22]
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material = SubResource( 21 )
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@ -196,7 +194,7 @@ autoplay = "Effect"
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anims/Effect = SubResource( 1 )
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[node name="Hit" type="MeshInstance" parent="."]
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transform = Transform( 2, 0, 0, 0, 2, 0, 0, 0, 2, 0, 0, 0 )
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transform = Transform( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 )
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mesh = SubResource( 2 )
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material/0 = SubResource( 3 )
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@ -9,6 +9,9 @@ func _ready():
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translate_object_local(Vector3(-10,0,0))
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set_process(true)
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func face_vector(target):
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pass
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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translate_object_local(Vector3(-velocity * delta,0,0))
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@ -17,9 +20,13 @@ func _process(delta):
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queue_free()
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else:
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var bullet_hit_effect = bullet_hit.instance()
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get_tree().root.add_child(bullet_hit_effect)
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bullet_hit_effect.look_at($RayCast.get_collision_normal(), Vector3(0.29348756, 0.834576, 0.2384765))
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bullet_hit_effect.rotate_object_local(Vector3(1, 0, 0), -PI/2)
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bullet_hit_effect.global_translate($RayCast.get_collision_point())
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#bullet_hit_effect.global_transform *= bullet_hit_effect.global_transform.looking_at($RayCast.get_collision_point() + $RayCast.get_collision_normal(), Vector3.UP)
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get_tree().root.call_deferred("add_child", bullet_hit_effect)
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queue_free()
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const casing = preload("res://Assets/Weapons/Handgun/Casing.gd")
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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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[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, -0.39946, -0.559 )
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transform = Transform( -4.37114e-08, 0, -1, 0, 1, 0, 1, 0, -4.37114e-08, 0.335, -0.399925, -0.559 )
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[node name="WeaponBobAnimationTree" type="AnimationTree" parent="Camera/Hand"]
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tree_root = SubResource( 12 )
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@ -70,10 +70,10 @@ func shoot(camera):
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if hit is Player:
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var kill = true if hit.health <= 0 else false
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print ("Player: kill = ", kill, " Target health: ", hit.health)
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#print ("Player: kill = ", kill, " Target health: ", hit.health)
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emit_signal("damage_dealt", kill)
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print(get_signal_connection_list("damage_dealt")[0]["target"].name)
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#print(get_signal_connection_list("damage_dealt")[0]["target"].name)
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if kill:
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player.score(hit.name)
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