Improved colliders and projetiles
This commit is contained in:
parent
5e03c4549b
commit
75f19e9999
2 changed files with 12 additions and 13 deletions
|
@ -22,8 +22,8 @@ func _physics_process(delta):
|
|||
if Input.is_action_just_pressed("shoot"):
|
||||
var b = Bullet.instance()
|
||||
owner.add_child(b)
|
||||
b.transform = $BulletGenerator.global_transform
|
||||
b.velocity = -b.transform.basis.z * b.muzzle_velocity
|
||||
b.transform = $CollisionShape/Tank/BulletGenerator.global_transform
|
||||
b.velocity = -b.global_transform.basis.z * b.muzzle_velocity
|
||||
|
||||
var space_state = get_world().direct_space_state
|
||||
var mouse_position = get_viewport().get_mouse_position()
|
||||
|
@ -32,7 +32,7 @@ func _physics_process(delta):
|
|||
var intersection = space_state.intersect_ray(rayOrigin, rayEnd) # Set variable for cursor position
|
||||
if not intersection.empty(): # Make sure there is a intersection with raycast
|
||||
var pos = intersection.position
|
||||
$Tank.look_at(Vector3(pos.x, pos.y, pos.z), Vector3(0,1,0))
|
||||
$CollisionShape.look_at(Vector3(pos.x, pos.y, pos.z), Vector3(0,1,0))
|
||||
|
||||
if direction != Vector3.ZERO:
|
||||
direction = direction.normalized()
|
||||
|
|
|
@ -9,20 +9,19 @@
|
|||
[sub_resource type="SpatialMaterial" id=3]
|
||||
albedo_color = Color( 1, 0, 0, 1 )
|
||||
|
||||
[node name="PlayerTank" type="Spatial"]
|
||||
|
||||
[node name="KinematicBody" type="KinematicBody" parent="."]
|
||||
[node name="PlayerTank" type="KinematicBody"]
|
||||
script = ExtResource( 1 )
|
||||
|
||||
[node name="CollisionShape" type="CollisionShape" parent="KinematicBody"]
|
||||
shape = SubResource( 1 )
|
||||
|
||||
[node name="Camera" type="Camera" parent="KinematicBody"]
|
||||
[node name="Camera" type="Camera" parent="."]
|
||||
transform = Transform( 1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 20.7405, -7.28392e-07 )
|
||||
|
||||
[node name="Tank" type="MeshInstance" parent="KinematicBody"]
|
||||
[node name="CollisionShape" type="CollisionShape" parent="."]
|
||||
shape = SubResource( 1 )
|
||||
|
||||
[node name="Tank" type="MeshInstance" parent="CollisionShape"]
|
||||
mesh = SubResource( 2 )
|
||||
skeleton = NodePath("../..")
|
||||
material/0 = SubResource( 3 )
|
||||
|
||||
[node name="BulletGenerator" type="Position3D" parent="KinematicBody"]
|
||||
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 1.6976, 0.375606, 0.0906463 )
|
||||
[node name="BulletGenerator" type="Position3D" parent="CollisionShape/Tank"]
|
||||
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, -0.0032903, 0.375606, -1.3599 )
|
||||
|
|
Loading…
Reference in a new issue