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liblast/Game/Assets/Effects/BulletTracer.gd

41 lines
1.1 KiB
GDScript

extends Spatial
var first = true
var velocity = 200
const bullet_hit = preload("res://Assets/Effects/BulletHit.tscn")
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))
if $RayCast.is_colliding():
if $RayCast.get_collider() is Player:
queue_free()
else:
var bullet_hit_effect = bullet_hit.instance()
get_tree().root.add_child(bullet_hit_effect)
bullet_hit_effect.look_at($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())
queue_free()
const casing = preload("res://Assets/Weapons/Handgun/Casing.gd")
func _on_Raycast_body_entered(body):
if not (body is Player) and not (body is casing):
queue_free()
#var bullet_hit_effect = bullet_hit.instance()
#bullet_hit_effect.global_transform =
#get_tree().root.call_deferred("add_child")