Add cylinder bullet instead

This commit is contained in:
Sofia 2026-07-20 19:44:13 +03:00
parent 79f223cb21
commit 95e7c6ded4
2 changed files with 43 additions and 51 deletions

View File

@ -1,40 +1,18 @@
[gd_scene format=3 uid="uid://ctslratcr8h6v"] [gd_scene format=3 uid="uid://ctslratcr8h6v"]
[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_3g557"] [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_k5804"]
particle_flag_align_y = true
radial_velocity_min = -500.0
radial_velocity_max = -500.0
scale_over_velocity_max = 1.0
[sub_resource type="Curve" id="Curve_dmbod"]
_data = [Vector2(0, 1), 0.0, 0.0, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0]
point_count = 2
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_yxhor"]
emission_enabled = true emission_enabled = true
emission = Color(1, 0, 1, 1) emission = Color(1, 0, 1, 1)
emission_energy_multiplier = 4.47 emission_energy_multiplier = 7.55
use_particle_trails = true
[sub_resource type="TubeTrailMesh" id="TubeTrailMesh_m77kh"] [sub_resource type="CylinderMesh" id="CylinderMesh_1cgct"]
material = SubResource("StandardMaterial3D_yxhor") material = SubResource("StandardMaterial3D_k5804")
sections = 2 top_radius = 0.2
section_length = 0.5 bottom_radius = 0.2
section_rings = 5 height = 1.0
cap_top = false
cap_bottom = false
curve = SubResource("Curve_dmbod")
[node name="raygun_bullet" type="Bullet" unique_id=1238833478 node_paths=PackedStringArray("emitter")] [node name="raygun_bullet" type="Bullet" unique_id=1238833478]
emitter = NodePath("gpu_particles_3d")
[node name="gpu_particles_3d" type="GPUParticles3D" parent="." unique_id=1330763726] [node name="mesh_instance_3d" type="MeshInstance3D" parent="." unique_id=1295653371]
emitting = false transform = Transform3D(1, 0, 0, 0, -4.371139e-08, -1, 0, 1, -4.371139e-08, 0, 0, 0)
amount = 1 mesh = SubResource("CylinderMesh_1cgct")
lifetime = 3.8899999999999997
one_shot = true
fixed_fps = 100
trail_enabled = true
trail_lifetime = 0.5
process_material = SubResource("ParticleProcessMaterial_3g557")
draw_pass_1 = SubResource("TubeTrailMesh_m77kh")

View File

@ -24,13 +24,15 @@ impl Weapon {
if let Some(prefab) = &self.bullet_prefab { if let Some(prefab) = &self.bullet_prefab {
let mut bullet = prefab.instantiate_as::<Bullet>(); let mut bullet = prefab.instantiate_as::<Bullet>();
if let Some(mut parent) = self.base().find_parent("map") {
parent.add_child(&bullet);
if let Some(source) = &self.bullet_source { if let Some(source) = &self.bullet_source {
bullet.set_global_position(source.get_global_position()); bullet.bind_mut().source = Some(source.get_global_position());
}
} }
bullet.bind_mut().target = Some(to); bullet.bind_mut().target = Some(to);
if let Some(mut parent) = self.base().find_parent("map") {
parent.add_child(&bullet);
}
} }
} }
} }
@ -38,33 +40,45 @@ impl Weapon {
#[derive(GodotClass)] #[derive(GodotClass)]
#[class(base=Node3D, init)] #[class(base=Node3D, init)]
pub struct Bullet { pub struct Bullet {
#[export] pub source: Option<Vector3>,
pub emitter: Option<Gd<GpuParticles3D>>,
pub target: Option<Vector3>, pub target: Option<Vector3>,
alive_for: f64, alive_for: f64,
distance: f32,
girth: f32,
base: Base<Node3D>, base: Base<Node3D>,
} }
#[godot_api] #[godot_api]
impl INode3D for Bullet { impl INode3D for Bullet {
fn ready(&mut self) { fn ready(&mut self) {
if let Some(emitter) = &mut self.emitter { if let (Some(target), Some(source)) = (self.target, self.source) {
emitter.set_emitting(true); let midway_point = (target + source) / 2.;
self.distance = source.distance_to(target);
self.girth = 1.;
self.scale();
self.base_mut().look_at_from_position(source, target);
self.base_mut().set_global_position(midway_point);
} }
} }
fn process(&mut self, delta: f64) { fn process(&mut self, _delta: f32) {
self.alive_for += delta; self.girth = self.girth.lerp(0., 0.15);
if self.alive_for > 0.05 { self.scale();
let prev_pos = self.base().get_global_position(); }
}
if let Some(target) = self.target { impl Bullet {
let new_pos = prev_pos.lerp(target, 0.5); fn scale(&mut self) {
self.base_mut().set_position(new_pos); let length = Vector3::BACK * self.distance;
} let girth_scale = (Vector3::UP + Vector3::RIGHT) * self.girth;
self.base_mut().set_scale(length + girth_scale);
if self.girth < 0.05 {
self.base_mut().queue_free();
} }
} }
} }