Add decals to shotgun as well
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parent
c65c3b0ac4
commit
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@ -1,5 +1,6 @@
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[gd_scene format=3 uid="uid://deyfeiqyi0wmj"]
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[gd_scene format=3 uid="uid://deyfeiqyi0wmj"]
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[ext_resource type="PackedScene" uid="uid://b32uxedvawp73" path="res://scenes/weapons/bullet_hole_decal.tscn" id="1_278ir"]
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[ext_resource type="AudioStream" uid="uid://bcclq2sv7k0x3" path="res://raw_assets/sfx/gun_sounds/shotgun_compressed.mp3" id="1_pyt38"]
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[ext_resource type="AudioStream" uid="uid://bcclq2sv7k0x3" path="res://raw_assets/sfx/gun_sounds/shotgun_compressed.mp3" id="1_pyt38"]
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[ext_resource type="PackedScene" uid="uid://b8nwd3323kwlc" path="res://mesh/shotgun.tscn" id="3_0xpw2"]
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[ext_resource type="PackedScene" uid="uid://b8nwd3323kwlc" path="res://mesh/shotgun.tscn" id="3_0xpw2"]
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@ -53,6 +54,7 @@ curve = SubResource("Curve_yli5f")
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sound_emitter = NodePath("sound_emitter")
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sound_emitter = NodePath("sound_emitter")
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vfx = NodePath("gpu_particles_3d")
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vfx = NodePath("gpu_particles_3d")
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cooldown = 1.0
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cooldown = 1.0
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decal = ExtResource("1_278ir")
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[node name="sound_emitter" type="AudioStreamPlayer3D" parent="." unique_id=1572422640]
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[node name="sound_emitter" type="AudioStreamPlayer3D" parent="." unique_id=1572422640]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.8420726, 0)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.8420726, 0)
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@ -1,14 +1,14 @@
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use std::{collections::HashSet, f32::consts::PI};
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use std::{collections::HashSet, f32::consts::PI};
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use godot::{
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use godot::{
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classes::{AudioStreamPlayer3D, GpuParticles3D},
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classes::{AudioStreamPlayer3D, GpuParticles3D, RandomNumberGenerator},
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prelude::*,
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prelude::*,
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};
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};
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use serde::{Deserialize, Serialize};
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use serde::{Deserialize, Serialize};
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use crate::{
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use crate::{
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game::Game,
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game::Game,
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net::util::{cast_ray, shotgun_ray},
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net::util::{RaycastResult, cast_ray, shotgun_ray},
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player::{DamageSource, shootable::Shootable},
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player::{DamageSource, shootable::Shootable},
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replay::StandaloneReplayManager,
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replay::StandaloneReplayManager,
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};
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};
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@ -92,16 +92,8 @@ impl Weapon for Raygun {
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let target_clone = target.clone();
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let target_clone = target.clone();
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self.run_deferred(|s| {
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self.run_deferred(|s| {
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if let Some(mut game) = Game::singleton()
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if let Some(target) = target_clone {
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&& let Some(map) = &mut game.bind_mut().current_map
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add_decal(&target, s.decal.clone());
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&& let Some(target) = target_clone
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&& let Some(prefab) = &s.decal
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{
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let mut decal = prefab.instantiate_as::<Node3D>();
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map.add_child(&decal);
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decal.set_global_position(target.position);
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let quat = Quaternion::from_rotation_arc(Vector3::UP, target.normal);
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decal.set_global_rotation(quat.get_euler());
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}
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}
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});
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});
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@ -177,8 +169,13 @@ pub struct Shotgun {
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#[export]
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#[export]
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cooldown: f64,
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cooldown: f64,
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#[export]
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decal: Option<Gd<PackedScene>>,
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cooldown_remaining: f64,
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cooldown_remaining: f64,
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rng: Gd<RandomNumberGenerator>,
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base: Base<Node3D>,
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base: Base<Node3D>,
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}
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}
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@ -212,8 +209,7 @@ impl Weapon for Shotgun {
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}
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}
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let mut colliders = HashSet::new();
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let mut colliders = HashSet::new();
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let results = shotgun_ray(
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for result in shotgun_ray(
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from,
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from,
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to,
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to,
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up,
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up,
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@ -222,8 +218,25 @@ impl Weapon for Shotgun {
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10,
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10,
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PI / 2.,
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PI / 2.,
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10.,
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10.,
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) {
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);
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colliders.insert(result.collider);
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let mut bullet_decal_results = Vec::new();
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for _ in 0..10 {
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if let Some(result) = results
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.get(self.rng.randi_range(0, results.len() as i32 - 1) as usize)
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.cloned()
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{
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bullet_decal_results.push(result);
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}
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}
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for result in bullet_decal_results {
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self.run_deferred(move |s| {
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add_decal(&result, s.decal.clone());
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});
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}
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for result in &results {
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colliders.insert(result.collider.clone());
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}
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}
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if deal_damage {
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if deal_damage {
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@ -339,3 +352,16 @@ impl Weapon for BallWeapon {
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fn set_remaining_cd(&mut self, _: f64) {}
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fn set_remaining_cd(&mut self, _: f64) {}
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}
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}
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fn add_decal(result: &RaycastResult, prefab: Option<Gd<PackedScene>>) {
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if let Some(mut game) = Game::singleton()
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&& let Some(map) = &mut game.bind_mut().current_map
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&& let Some(prefab) = prefab
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{
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let mut decal = prefab.instantiate_as::<Node3D>();
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map.add_child(&decal);
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decal.set_global_position(result.position);
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let quat = Quaternion::from_rotation_arc(Vector3::UP, result.normal);
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decal.set_global_rotation(quat.get_euler());
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}
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}
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