godot_rl_FPS / projectile.gd
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extends Node3D
class_name Projectile
@export var speed = 40
@export var damage = 10
var velocity = Vector3.ZERO
var shooter = null
var ProjectileImpact = preload("res://projectile_impact.tscn")
var team_materials = {
0: preload("res://projectile_mat_green_team.tres"),
1: preload("res://projectile_mat_red_team.tres"),
}
func set_team(value):
if value != -1:
$MeshInstance3d.set_surface_override_material(0, team_materials[value])
func _physics_process(delta):
#look_at(transform.origin + velocity.normalized(), Vector3.UP)
transform.origin += velocity * delta
func _on_timer_timeout():
queue_free()
func _on_projectile_area_entered(area):
if area is PlayerHitBox and shooter != null:
shooter.hit_player(area._player)
# create a cool animation
#explode()
queue_free()
func _on_body_entered(_body):
#explode()
queue_free()
func explode():
print("explode")
var proj_impact = ProjectileImpact.instantiate()
shooter.add_child(proj_impact)
proj_impact.global_position = global_position
proj_impact.set_as_top_level(true)
func _on_area_shape_entered(_area_rid, _area, _area_shape_index, _local_shape_index):
queue_free()