Better bullet traces and raycast for hitscan
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@ -4,23 +4,30 @@ extends Node3D
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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pass # Replace with function body.
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@onready var barrel: Node3D = $Barrel
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@onready var bullet_trace_distance: Node3D = $BulletTraceDistance
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@onready var bullet_trail_end: Node3D = $BulletTrailEnd
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func shoot() -> Error:
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var bullet_start_node: Node3D = bullet_trace_distance.find_child("Start")
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var bullet_end_node: Node3D = bullet_trace_distance.find_child("End")
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if bullet_start_node and bullet_end_node:
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var path := "res://scenes/weapon/misc/bullet_trail_generic.tscn"
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if not ResourceLoader.exists(path):
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return ERR_DOES_NOT_EXIST
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var scene: PackedScene = ResourceLoader.load(path)
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if not scene.can_instantiate():
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return ERR_CANT_OPEN
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var node: MeshInstance3D = scene.instantiate()
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node.init(bullet_start_node.global_position, bullet_end_node.global_position)
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var root := get_tree().get_root()
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root.add_child(node)
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return OK
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else:
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push_warning("Couldn't generate a bullet trace, no distance node found")
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return ERR_BUG
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# -- TODO: It should not be hardcoded
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var path := "res://scenes/weapon/guns/ak/bullet.tscn"
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if not ResourceLoader.exists(path):
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return ERR_DOES_NOT_EXIST
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var scene: PackedScene = ResourceLoader.load(path)
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if not scene.can_instantiate():
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return ERR_CANT_OPEN
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var node: Node3D = scene.instantiate()
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var root := get_tree().get_root()
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node.position = barrel.global_position
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node.transform.basis = barrel.global_transform.basis
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root.add_child(node)
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return OK
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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