use godot::{ classes::{AudioStreamPlayer3D, GpuParticles3D, PhysicsRayQueryParameters3D}, prelude::*, }; use crate::{net::util::cast_ray, player::IPlayer}; pub trait Weapon { fn shoot(&mut self, player: Rid, to: Vector3, deal_damage: bool); } #[derive(GodotClass)] #[class(base=Node3D, init)] pub struct Raygun { #[export] sound_emitter: Option>, #[export] bullet_prefab: Option>, #[export] bullet_source: Option>, base: Base, } #[godot_dyn] impl Weapon for Raygun { fn shoot(&mut self, player: Rid, to: Vector3, deal_damage: bool) { if let Some(emitter) = &mut self.sound_emitter { emitter.play(); } if let Some(source) = &self.bullet_source { let target = cast_ray( source.get_global_position(), to, self.base().get_world_3d(), Array::from_iter(vec![player]), ); let dir = (to - source.get_global_position()).normalized(); let beam_end = target .as_ref() .map(|r| r.position) .unwrap_or(source.get_global_position() + dir * 100.); if let Some(prefab) = &self.bullet_prefab { let mut bullet = prefab.instantiate_as::(); bullet.bind_mut().source = Some(source.get_global_position()); bullet.bind_mut().target = Some(beam_end); if let Some(mut parent) = self.base().find_parent("map") { parent.add_child(&bullet); } } if deal_damage && let Some(target) = target { if let Ok(mut player) = target.collider.try_dynify::() { player.dyn_bind_mut().take_damage(100, true); } } } } } #[derive(GodotClass)] #[class(base=Node3D, init)] pub struct Beam { pub source: Option, pub target: Option, distance: f32, girth: f32, base: Base, } #[godot_api] impl INode3D for Beam { fn ready(&mut self) { if let (Some(target), Some(source)) = (self.target, self.source) { 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: f32) { self.girth = self.girth.lerp(0., 0.07); self.scale(); } } impl Beam { fn scale(&mut self) { 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 < 0.01 { self.base_mut().queue_free(); } } }