Make it possible to dynamically set weapon parans
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@ -1,7 +1,7 @@
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extends Node3D
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const SPEED = 200 # 200
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@export var speed: int = 0
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@export var damage: int = 0
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@onready var mesh = $RigidBody3D/MeshInstance3D
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@onready var rigid_body_3d: RigidBody3D = $RigidBody3D
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@onready var ray = $RigidBody3D/RayCast3D
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@ -15,9 +15,9 @@ func _ready() -> void:
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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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var time_per_frame: float = 1 / Engine.get_frames_per_second()
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var distance: float = time_per_frame * SPEED * 1.5
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var distance: float = time_per_frame * speed * 1.5
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ray.target_position.z = distance
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position += transform.basis * Vector3(0, 0, SPEED) * delta
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position += transform.basis * Vector3(0, 0, speed) * delta
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rigid_body_3d.set_use_continuous_collision_detection(true)
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#ray.collision_mask = 1
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#ray.enabled = 1
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@ -26,7 +26,7 @@ func _process(delta):
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if collider != null and collider.is_in_group("target"):
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ray.get_collider().take_damage()
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if collider != null and collider.is_in_group("body"):
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ray.get_collider().hit()
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ray.get_collider().hit(damage)
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rigid_body_3d.visible = false
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particles.emitting = true
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#if ray.get_collider().is_in_group("body"):
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