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extends Node3D
@export var grapple_distance: float = 10
@export var grapple_speed: float = 10
@export var fire_distance: float = 100
enum State {
NO_GRAPPLE,
FREE,
GRAPPLING
}
var current_state: State = State.FREE
var grapple_target: Vector3 = Vector3.ZERO
var bullet_inst = preload("res://prefabs/bullet.tscn")
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
func do_grapple() -> void:
if Input.is_action_just_pressed("attack") and current_state == State.FREE:
var space_state = get_world_3d().direct_space_state
var starting_pos = global_position
var ending_pos = starting_pos + grapple_distance * -global_transform.basis.z
var query = PhysicsRayQueryParameters3D.create(starting_pos, ending_pos)
query.collision_mask = 0x2
var result = space_state.intersect_ray(query)
if result:
grapple_target = result.position + global_transform.basis.z
current_state = State.GRAPPLING
if Input.is_action_just_released("attack") and current_state == State.GRAPPLING:
current_state = State.FREE
grapple_target = Vector3.ZERO
#print("State ", current_state, " ", grapple_target)
if current_state == State.GRAPPLING:
var dir_to_target = (grapple_target - global_position).normalized()
get_parent().local_velocity = dir_to_target * grapple_speed
func fire_weapon() -> void:
if Input.is_action_just_pressed("attack"):
var space_state = get_world_3d().direct_space_state
var starting_pos = global_position
var ending_pos = starting_pos + fire_distance * -global_transform.basis.z
var query = PhysicsRayQueryParameters3D.create(starting_pos, ending_pos)
var result = space_state.intersect_ray(query)
var end = ending_pos
if result:
print("Hit! ")
if result.collider.has_method("on_hit"):
result.collider.on_hit(result.position)
end = result.position
else:
print("Miss")
var bullet: Node3D = bullet_inst.instantiate()
bullet.position = starting_pos
bullet.target = end
get_tree().get_root().add_child(bullet)
bullet.look_at(end)
func _physics_process(_delta: float) -> void:
do_grapple()
fire_weapon()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(_delta: float) -> void:
pass
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