killbox/scenes_old/weapon/bullet.gd

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GDScript3
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2025-02-12 12:07:21 +00:00
extends Node3D
@export var speed: int = 0
@export var damage: int = 0
@onready var mesh = $RigidBody3D/MeshInstance3D
@onready var rigid_body_3d: RigidBody3D = $RigidBody3D
@onready var ray = $RigidBody3D/RayCast3D
@onready var particles = $GPUParticles3D
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
set_multiplayer_authority(1)
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _physics_process(delta):
var time_per_frame: float = 1 / Engine.get_frames_per_second()
var distance: float = time_per_frame * speed * 1.5
ray.target_position.z = distance
position += transform.basis * Vector3(0, 0, speed) * delta
rigid_body_3d.set_use_continuous_collision_detection(true)
#ray.collision_mask = 1
#ray.enabled = 1
if ray.is_colliding():
var collider = ray.get_collider()
if collider != null and collider.is_in_group("target"):
ray.get_collider().hit(damage)
if collider != null and not collider.is_in_group("ghost"):
queue_free()
rigid_body_3d.visible = false
particles.emitting = true
func _on_timer_timeout():
queue_free()