Add cylinder bullet instead
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@ -1,40 +1,18 @@
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[gd_scene format=3 uid="uid://ctslratcr8h6v"]
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[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_3g557"]
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particle_flag_align_y = true
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radial_velocity_min = -500.0
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radial_velocity_max = -500.0
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scale_over_velocity_max = 1.0
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[sub_resource type="Curve" id="Curve_dmbod"]
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_data = [Vector2(0, 1), 0.0, 0.0, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0]
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point_count = 2
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_yxhor"]
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_k5804"]
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emission_enabled = true
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emission = Color(1, 0, 1, 1)
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emission_energy_multiplier = 4.47
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use_particle_trails = true
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emission_energy_multiplier = 7.55
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[sub_resource type="TubeTrailMesh" id="TubeTrailMesh_m77kh"]
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material = SubResource("StandardMaterial3D_yxhor")
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sections = 2
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section_length = 0.5
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section_rings = 5
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cap_top = false
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cap_bottom = false
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curve = SubResource("Curve_dmbod")
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[sub_resource type="CylinderMesh" id="CylinderMesh_1cgct"]
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material = SubResource("StandardMaterial3D_k5804")
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top_radius = 0.2
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bottom_radius = 0.2
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height = 1.0
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[node name="raygun_bullet" type="Bullet" unique_id=1238833478 node_paths=PackedStringArray("emitter")]
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emitter = NodePath("gpu_particles_3d")
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[node name="raygun_bullet" type="Bullet" unique_id=1238833478]
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[node name="gpu_particles_3d" type="GPUParticles3D" parent="." unique_id=1330763726]
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emitting = false
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amount = 1
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lifetime = 3.8899999999999997
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one_shot = true
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fixed_fps = 100
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trail_enabled = true
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trail_lifetime = 0.5
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process_material = SubResource("ParticleProcessMaterial_3g557")
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draw_pass_1 = SubResource("TubeTrailMesh_m77kh")
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[node name="mesh_instance_3d" type="MeshInstance3D" parent="." unique_id=1295653371]
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transform = Transform3D(1, 0, 0, 0, -4.371139e-08, -1, 0, 1, -4.371139e-08, 0, 0, 0)
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mesh = SubResource("CylinderMesh_1cgct")
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@ -24,13 +24,15 @@ impl Weapon {
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if let Some(prefab) = &self.bullet_prefab {
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let mut bullet = prefab.instantiate_as::<Bullet>();
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if let Some(mut parent) = self.base().find_parent("map") {
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parent.add_child(&bullet);
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if let Some(source) = &self.bullet_source {
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bullet.set_global_position(source.get_global_position());
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}
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bullet.bind_mut().source = Some(source.get_global_position());
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}
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bullet.bind_mut().target = Some(to);
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if let Some(mut parent) = self.base().find_parent("map") {
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parent.add_child(&bullet);
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}
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}
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}
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}
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@ -38,33 +40,45 @@ impl Weapon {
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#[derive(GodotClass)]
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#[class(base=Node3D, init)]
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pub struct Bullet {
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#[export]
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pub emitter: Option<Gd<GpuParticles3D>>,
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pub source: Option<Vector3>,
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pub target: Option<Vector3>,
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alive_for: f64,
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distance: f32,
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girth: f32,
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base: Base<Node3D>,
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}
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#[godot_api]
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impl INode3D for Bullet {
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fn ready(&mut self) {
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if let Some(emitter) = &mut self.emitter {
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emitter.set_emitting(true);
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if let (Some(target), Some(source)) = (self.target, self.source) {
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let midway_point = (target + source) / 2.;
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self.distance = source.distance_to(target);
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self.girth = 1.;
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self.scale();
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self.base_mut().look_at_from_position(source, target);
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self.base_mut().set_global_position(midway_point);
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}
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}
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fn process(&mut self, delta: f64) {
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self.alive_for += delta;
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if self.alive_for > 0.05 {
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let prev_pos = self.base().get_global_position();
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fn process(&mut self, _delta: f32) {
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self.girth = self.girth.lerp(0., 0.15);
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self.scale();
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}
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}
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if let Some(target) = self.target {
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let new_pos = prev_pos.lerp(target, 0.5);
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self.base_mut().set_position(new_pos);
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}
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impl Bullet {
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fn scale(&mut self) {
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let length = Vector3::BACK * self.distance;
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let girth_scale = (Vector3::UP + Vector3::RIGHT) * self.girth;
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self.base_mut().set_scale(length + girth_scale);
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if self.girth < 0.05 {
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self.base_mut().queue_free();
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}
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}
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}
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