Add collision detection
This commit is contained in:
@@ -1,4 +1,4 @@
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<Project Sdk="Godot.NET.Sdk/4.1.1">
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<Project Sdk="Godot.NET.Sdk/4.0.3">
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<PropertyGroup>
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<TargetFramework>net6.0</TargetFramework>
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<EnableDynamicLoading>true</EnableDynamicLoading>
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@@ -6,4 +6,9 @@
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<ItemGroup>
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<Folder Include="Scenes\" />
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</ItemGroup>
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<ItemGroup>
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<PackageReference Include="Chickensoft.AutoInject" Version="1.3.0" />
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<PackageReference Include="Chickensoft.SuperNodes" Version="1.2.1" />
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<PackageReference Include="Chickensoft.SuperNodes.Types" Version="1.2.1" />
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</ItemGroup>
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</Project>
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@@ -1,4 +1,4 @@
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[gd_scene load_steps=4 format=3 uid="uid://ds2y8l8onrs4f"]
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[gd_scene load_steps=5 format=3 uid="uid://ds2y8l8onrs4f"]
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[ext_resource type="Script" path="res://Scripts/Blizzard.cs" id="1_rqtsv"]
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@@ -9,19 +9,24 @@ albedo_color = Color(0.137255, 0.447059, 0.796078, 1)
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radial_segments = 4
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rings = 1
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[sub_resource type="SphereShape3D" id="SphereShape3D_xe0sc"]
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[node name="Blizzard" type="Node3D"]
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script = ExtResource("1_rqtsv")
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Cooldown = 1.0
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_projectileSpeed = 10.0
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[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
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[node name="RigidBody3D" type="RigidBody3D" parent="."]
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collision_layer = 0
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collision_mask = 16
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mass = 0.01
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gravity_scale = 0.0
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[node name="MeshInstance3D" type="MeshInstance3D" parent="RigidBody3D"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.11373, 0)
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material_override = SubResource("StandardMaterial3D_pd0mo")
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mesh = SubResource("SphereMesh_g0pbs")
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skeleton = NodePath("../..")
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[node name="TimeToLive" type="Timer" parent="."]
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wait_time = 2.5
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one_shot = true
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autostart = true
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[connection signal="timeout" from="TimeToLive" to="." method="OnTimeToLiveTimeout"]
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[node name="CollisionShape3D" type="CollisionShape3D" parent="RigidBody3D"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.11958, 0)
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shape = SubResource("SphereShape3D_xe0sc")
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@@ -1,4 +1,4 @@
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[gd_scene load_steps=18 format=3 uid="uid://bcsgd8vxy43g2"]
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[gd_scene load_steps=19 format=3 uid="uid://bcsgd8vxy43g2"]
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[ext_resource type="Script" path="res://Scripts/Player.cs" id="1_8dc05"]
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[ext_resource type="PackedScene" uid="uid://d20uxkpid4ynd" path="res://Models/vivi1.gltf" id="1_mqt2m"]
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@@ -9,6 +9,7 @@
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[ext_resource type="Script" path="res://Scripts/NPCFollow.cs" id="4_o5mpp"]
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[ext_resource type="Script" path="res://Scripts/DebugText.cs" id="8_ksx3s"]
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[ext_resource type="ArrayMesh" uid="uid://35saq7eyk446" path="res://Models/Cookie.obj" id="8_p45nj"]
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[ext_resource type="Script" path="res://Scripts/Enemy.cs" id="9_0gfg2"]
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[sub_resource type="BoxShape3D" id="BoxShape3D_8verc"]
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size = Vector3(100, 2, 100)
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@@ -116,22 +117,27 @@ material_override = SubResource("StandardMaterial3D_ultw4")
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use_collision = true
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size = Vector3(15.0266, 4.74018, 1)
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[node name="CharacterBody3D" type="CharacterBody3D" parent="."]
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collision_layer = 0
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collision_mask = 16
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[node name="Cookie" type="MeshInstance3D" parent="CharacterBody3D"]
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transform = Transform3D(0.2, 0, 0, 0, 0.2, 0, 0, 0, 0.2, -8.04457, -0.130408, -1.66095)
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mesh = ExtResource("8_p45nj")
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skeleton = NodePath("../..")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="CharacterBody3D"]
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transform = Transform3D(0.2, 0, 0, 0, 0.2, 0, 0, 0, 0.2, -8.04457, 0.690081, -1.66095)
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shape = SubResource("CapsuleShape3D_y33ih")
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[node name="DebugUI" type="Node2D" parent="."]
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[node name="TextEdit" type="TextEdit" parent="DebugUI"]
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offset_right = 3468.0
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offset_bottom = 777.0
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script = ExtResource("8_ksx3s")
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[node name="RigidBody3D" type="RigidBody3D" parent="."]
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collision_layer = 0
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collision_mask = 17
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max_contacts_reported = 10
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contact_monitor = true
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script = ExtResource("9_0gfg2")
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[node name="Cookie" type="MeshInstance3D" parent="RigidBody3D"]
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transform = Transform3D(0.2, 0, 0, 0, 0.2, 0, 0, 0, 0.2, -8.04457, -0.130408, -1.66095)
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mesh = ExtResource("8_p45nj")
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skeleton = NodePath("../..")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="RigidBody3D"]
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transform = Transform3D(0.2, 0, 0, 0, 0.2, 0, 0, 0, 0.2, -8.04457, 0.690081, -1.66095)
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shape = SubResource("CapsuleShape3D_y33ih")
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[connection signal="body_entered" from="RigidBody3D" to="RigidBody3D" method="OnHit"]
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@@ -1,4 +1,4 @@
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[gd_scene load_steps=4 format=3 uid="uid://dg7731nx22ewp"]
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[gd_scene load_steps=5 format=3 uid="uid://dg7731nx22ewp"]
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[ext_resource type="Script" path="res://Scripts/Fireball.cs" id="1_4ipg4"]
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@@ -7,19 +7,26 @@ albedo_color = Color(0.666667, 0, 0.239216, 1)
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[sub_resource type="SphereMesh" id="SphereMesh_6bhr7"]
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[node name="Fireball" type="Node3D"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.916843, 0)
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script = ExtResource("1_4ipg4")
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Cooldown = 0.3
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_projectileSpeed = 20.0
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[sub_resource type="SphereShape3D" id="SphereShape3D_64t08"]
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radius = 0.51754
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[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.00392, 0)
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[node name="RigidBody3D" type="RigidBody3D"]
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collision_layer = 16
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gravity_scale = 0.0
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max_contacts_reported = 5
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contact_monitor = true
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script = ExtResource("1_4ipg4")
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_projectileSpeed = 10.0
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[node name="Fireball" type="Node3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.916843, 0)
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[node name="MeshInstance3D" type="MeshInstance3D" parent="Fireball"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.0870771, 0)
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material_override = SubResource("StandardMaterial3D_jxwqo")
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mesh = SubResource("SphereMesh_6bhr7")
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skeleton = NodePath("../../..")
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[node name="TimeToLive" type="Timer" parent="."]
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one_shot = true
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autostart = true
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[connection signal="timeout" from="TimeToLive" to="." method="OnTimeToLiveTimeout"]
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[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.00448, 0.081282)
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shape = SubResource("SphereShape3D_64t08")
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@@ -2,49 +2,49 @@ using Godot;
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public partial class CameraSystem : SpringArm3D
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{
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[Export]
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private float _sensitivityHorizontal = 0.05f;
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[Export]
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private float _sensitivityVertical = 0.05f;
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[Export]
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private float _joystickDeadZone = 0.5f;
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[Export]
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private float _sensitivityHorizontal = 0.05f;
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[Export]
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private float _sensitivityVertical = 0.05f;
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[Export]
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private float _joystickDeadZone = 0.5f;
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private Node3D _pivot;
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private CharacterBody3D _characterBody;
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private Node3D _pivot;
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private CharacterBody3D _characterBody;
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public override void _Ready()
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{
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_pivot = GetNode<Node3D>("/root/Main/Player/Pivot");
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_characterBody = GetNode<CharacterBody3D>("/root/Main/Player");
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}
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public override void _Ready()
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{
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_pivot = GetNode<Node3D>("/root/Main/Player/Pivot");
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_characterBody = GetNode<CharacterBody3D>("/root/Main/Player");
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}
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public override void _Process(double delta)
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{
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var joyRightX = Input.GetJoyAxis(0, JoyAxis.RightX);
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var joyRightY = Input.GetJoyAxis(0, JoyAxis.RightY);
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public override void _Process(double delta)
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{
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var joyRightX = Input.GetJoyAxis(0, JoyAxis.RightX);
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var joyRightY = Input.GetJoyAxis(0, JoyAxis.RightY);
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if (Mathf.Abs(joyRightX) > _joystickDeadZone)
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{
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var rotateAmount = joyRightX * _sensitivityHorizontal;
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_characterBody.RotateY(-rotateAmount);
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_pivot.RotateY(rotateAmount);
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}
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if (Mathf.Abs(joyRightX) > _joystickDeadZone)
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{
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var rotateAmount = joyRightX * _sensitivityHorizontal;
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_characterBody.RotateY(-rotateAmount);
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_pivot.RotateY(rotateAmount);
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}
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if (Mathf.Abs(joyRightY) > _joystickDeadZone)
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{
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RotateX(joyRightY * _sensitivityVertical);
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Rotation = new Vector3(Mathf.Clamp(Rotation.X, -0.7f, 0.7f), Rotation.Y, Rotation.Z);
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}
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}
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if (Mathf.Abs(joyRightY) > _joystickDeadZone)
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{
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RotateX(joyRightY * _sensitivityVertical);
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Rotation = new Vector3(Mathf.Clamp(Rotation.X, -0.7f, 0.7f), Rotation.Y, Rotation.Z);
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}
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}
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public override void _Input(InputEvent @event)
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{
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if (@event is InputEventMouseMotion mouseMotion)
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{
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_characterBody.RotateY(Mathf.DegToRad(-mouseMotion.Relative.X * _sensitivityHorizontal));
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_pivot.RotateY(Mathf.DegToRad(mouseMotion.Relative.X * _sensitivityHorizontal));
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RotateX(Mathf.DegToRad(mouseMotion.Relative.Y * _sensitivityVertical));
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Rotation = new Vector3(Mathf.Clamp(Rotation.X, -0.7f, 0.7f), Rotation.Y, Rotation.Z);
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}
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}
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public override void _Input(InputEvent @event)
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{
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if (@event is InputEventMouseMotion mouseMotion)
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{
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_characterBody.RotateY(Mathf.DegToRad(-mouseMotion.Relative.X * _sensitivityHorizontal));
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_pivot.RotateY(Mathf.DegToRad(mouseMotion.Relative.X * _sensitivityHorizontal));
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RotateX(Mathf.DegToRad(mouseMotion.Relative.Y * _sensitivityVertical));
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Rotation = new Vector3(Mathf.Clamp(Rotation.X, -0.7f, 0.7f), Rotation.Y, Rotation.Z);
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}
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}
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}
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@@ -1,21 +0,0 @@
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[remap]
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importer="wavefront_obj"
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importer_version=1
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type="Mesh"
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uid="uid://cj246dmena0if"
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path="res://.godot/imported/Cookie.obj-9c7fa2a3d48746d9f2fd322d3854502d.mesh"
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[deps]
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files=["res://.godot/imported/Cookie.obj-9c7fa2a3d48746d9f2fd322d3854502d.mesh"]
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source_file="res://Scripts/Cookie.obj"
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dest_files=["res://.godot/imported/Cookie.obj-9c7fa2a3d48746d9f2fd322d3854502d.mesh", "res://.godot/imported/Cookie.obj-9c7fa2a3d48746d9f2fd322d3854502d.mesh"]
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[params]
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generate_tangents=true
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scale_mesh=Vector3(1, 1, 1)
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offset_mesh=Vector3(0, 0, 0)
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optimize_mesh=true
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13
Scripts/Enemy.cs
Normal file
13
Scripts/Enemy.cs
Normal file
@@ -0,0 +1,13 @@
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using Godot;
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public partial class Enemy : Node
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{
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public void OnHit(Variant body)
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{
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if (body.Obj is Projectile)
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{
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GD.Print("Hit");
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QueueFree();
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}
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}
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}
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@@ -2,8 +2,8 @@ using Godot;
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public partial class Fireball : Projectile
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{
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public override void _PhysicsProcess(double delta)
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{
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Translate(new Vector3(0, 0, Speed * (float)delta));
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}
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public override void _PhysicsProcess(double delta)
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{
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Translate(new Vector3(0, 0, Speed * (float)delta));
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}
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}
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@@ -4,102 +4,102 @@ using Godot.Collections;
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public partial class Player : CharacterBody3D
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{
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[Export]
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private float _speed = 5.0f;
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[Export]
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private float _jumpVelocity = 4.5f;
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[Export]
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private float _sensitivityHorizontal = 0.05f;
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[Export]
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private float _sensitivityVertical = 0.05f;
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[Export]
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private float _joystickDeadZone = 0.5f;
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[Export]
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private Array<PackedScene> _projectiles;
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[Export]
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private float _speed = 5.0f;
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[Export]
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private float _jumpVelocity = 4.5f;
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[Export]
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private float _sensitivityHorizontal = 0.05f;
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[Export]
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private float _sensitivityVertical = 0.05f;
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[Export]
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private float _joystickDeadZone = 0.5f;
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[Export]
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private Array<PackedScene> _projectiles;
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public bool CanShoot { get; private set; }
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public bool CanShoot { get; private set; }
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private Node3D _cameraMount;
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private Node3D _pivot;
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private Node3D _camera;
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private PackedScene _weaponType;
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private Node3D _cameraMount;
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private Node3D _pivot;
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private Node3D _camera;
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private PackedScene _weaponType;
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// Get the _gravity from the project settings to be synced with RigidBody nodes.
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public float _gravity = ProjectSettings.GetSetting("physics/3d/default_gravity").AsSingle();
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// Get the _gravity from the project settings to be synced with RigidBody nodes.
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public float _gravity = ProjectSettings.GetSetting("physics/3d/default_gravity").AsSingle();
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public override void _Ready()
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{
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Input.MouseMode = Input.MouseModeEnum.Captured;
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_cameraMount = GetNode<Node3D>("/root/Main/Player/CameraMount");
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_camera = GetNode<Node3D>("/root/Main/Player/CameraMount/Camera");
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_pivot = GetNode<Node3D>("/root/Main/Player/Pivot");
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_weaponType = _projectiles.First();
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CanShoot = true;
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}
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public override void _Ready()
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{
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Input.MouseMode = Input.MouseModeEnum.Captured;
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_cameraMount = GetNode<Node3D>("/root/Main/Player/CameraMount");
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_camera = GetNode<Node3D>("/root/Main/Player/CameraMount/Camera");
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_pivot = GetNode<Node3D>("/root/Main/Player/Pivot");
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_weaponType = _projectiles.First();
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CanShoot = true;
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}
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public override void _Process(double delta)
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{
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if (Input.IsActionJustPressed("quit"))
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GetTree().Quit();
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if (Input.IsActionJustPressed("shoot") && CanShoot)
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Shoot();
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if (Input.IsActionJustPressed("switch"))
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SwitchWeaponType();
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}
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public override void _Process(double delta)
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{
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if (Input.IsActionJustPressed("quit"))
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GetTree().Quit();
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if (Input.IsActionJustPressed("shoot") && CanShoot)
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Shoot();
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if (Input.IsActionJustPressed("switch"))
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SwitchWeaponType();
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}
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public override void _PhysicsProcess(double delta)
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{
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var gravityDelta = _gravity * (float)delta;
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||||
var velocity = CalculateMovement(Velocity, Transform, gravityDelta);
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||||
public override void _PhysicsProcess(double delta)
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{
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var gravityDelta = _gravity * (float)delta;
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||||
var velocity = CalculateMovement(Velocity, Transform, gravityDelta);
|
||||
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||||
Velocity = velocity;
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MoveAndSlide();
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||||
}
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Velocity = velocity;
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||||
MoveAndSlide();
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}
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||||
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private async void Shoot()
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{
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GD.Print("Shoot");
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var projectile = _weaponType.Instantiate<Projectile>();
|
||||
projectile.Position = Position;
|
||||
projectile.Rotation = Rotation;
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GetParent().AddChild(projectile);
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||||
CanShoot = false;
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||||
await ToSignal(GetTree().CreateTimer(projectile.Cooldown), "timeout");
|
||||
CanShoot = true;
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}
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private async void Shoot()
|
||||
{
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||||
GD.Print("Shoot");
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var projectile = _weaponType.Instantiate<Projectile>();
|
||||
projectile.Position = Position;
|
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projectile.Rotation = Rotation;
|
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GetParent().AddChild(projectile);
|
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CanShoot = false;
|
||||
await ToSignal(GetTree().CreateTimer(projectile.Cooldown), "timeout");
|
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CanShoot = true;
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||||
}
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||||
|
||||
private async void SwitchWeaponType()
|
||||
{
|
||||
var index = _projectiles.IndexOf(_weaponType);
|
||||
_weaponType = _projectiles[(index + 1) % _projectiles.Count];
|
||||
CanShoot = false;
|
||||
await ToSignal(GetTree().CreateTimer(.5), "timeout");
|
||||
CanShoot = true;
|
||||
private async void SwitchWeaponType()
|
||||
{
|
||||
var index = _projectiles.IndexOf(_weaponType);
|
||||
_weaponType = _projectiles[(index + 1) % _projectiles.Count];
|
||||
CanShoot = false;
|
||||
await ToSignal(GetTree().CreateTimer(.5), "timeout");
|
||||
CanShoot = true;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
private Vector3 CalculateMovement(Vector3 velocity, Transform3D transform, float gravityDelta)
|
||||
{
|
||||
if (!IsOnFloor())
|
||||
velocity.Y -= gravityDelta;
|
||||
private Vector3 CalculateMovement(Vector3 velocity, Transform3D transform, float gravityDelta)
|
||||
{
|
||||
if (!IsOnFloor())
|
||||
velocity.Y -= gravityDelta;
|
||||
|
||||
if (Input.IsActionJustPressed("jump") && IsOnFloor())
|
||||
velocity.Y = _jumpVelocity;
|
||||
if (Input.IsActionJustPressed("jump") && IsOnFloor())
|
||||
velocity.Y = _jumpVelocity;
|
||||
|
||||
Vector2 inputDir = Input.GetVector("right", "left", "back", "forward");
|
||||
Vector3 direction = (transform.Basis * new Vector3(inputDir.X, 0, inputDir.Y)).Normalized();
|
||||
if (direction != Vector3.Zero)
|
||||
{
|
||||
velocity.X = direction.X * _speed;
|
||||
velocity.Z = direction.Z * _speed;
|
||||
GetNode<Node3D>("Pivot").LookAt(Position + direction.Normalized(), Vector3.Up);
|
||||
}
|
||||
else
|
||||
{
|
||||
velocity.X = Mathf.MoveToward(Velocity.X, 0, _speed);
|
||||
velocity.Z = Mathf.MoveToward(Velocity.Z, 0, _speed);
|
||||
}
|
||||
Vector2 inputDir = Input.GetVector("right", "left", "back", "forward");
|
||||
Vector3 direction = (transform.Basis * new Vector3(inputDir.X, 0, inputDir.Y)).Normalized();
|
||||
if (direction != Vector3.Zero)
|
||||
{
|
||||
velocity.X = direction.X * _speed;
|
||||
velocity.Z = direction.Z * _speed;
|
||||
GetNode<Node3D>("Pivot").LookAt(Position + direction.Normalized(), Vector3.Up);
|
||||
}
|
||||
else
|
||||
{
|
||||
velocity.X = Mathf.MoveToward(Velocity.X, 0, _speed);
|
||||
velocity.Z = Mathf.MoveToward(Velocity.Z, 0, _speed);
|
||||
}
|
||||
|
||||
return velocity;
|
||||
}
|
||||
return velocity;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2,21 +2,21 @@
|
||||
|
||||
public partial class Projectile : Node3D
|
||||
{
|
||||
[Export]
|
||||
public double Cooldown { get; protected set; }
|
||||
[Export]
|
||||
public double Cooldown { get; protected set; }
|
||||
|
||||
[Export]
|
||||
private float _projectileSpeed = 0.1f;
|
||||
[Export]
|
||||
private float _projectileSpeed = 100f;
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
Speed = _projectileSpeed;
|
||||
}
|
||||
public override void _Ready()
|
||||
{
|
||||
Speed = _projectileSpeed;
|
||||
}
|
||||
|
||||
public float Speed { get; private set; }
|
||||
public float Speed { get; private set; }
|
||||
|
||||
public void OnTimeToLiveTimeout()
|
||||
{
|
||||
QueueFree();
|
||||
}
|
||||
public void OnTimeToLiveTimeout()
|
||||
{
|
||||
QueueFree();
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user