feat: implemented bullet impacts
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assets/materials/bullet_impact.ptex
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398
assets/materials/bullet_impact.ptex
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70
modules/wave_survival/hitscan_muzzle.cpp
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70
modules/wave_survival/hitscan_muzzle.cpp
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#include "hitscan_muzzle.h"
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#include "macros.h"
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#include "scene/resources/packed_scene.h"
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void HitscanMuzzle::_bind_methods() {
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BIND_PROPERTY(Variant::FLOAT, spread);
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BIND_PROPERTY(Variant::INT, damage);
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BIND_PROPERTY(Variant::INT, ray_count);
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}
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void HitscanMuzzle::ready() {
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this->home_transform = get_transform();
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this->impact_effect = ResourceLoader::load("res://objects/effects/bullet_impact.tscn");
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if (!this->impact_effect.is_valid()) {
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print_error("HitscanMuzzle::ready: impact effect is invalid");
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}
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}
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void HitscanMuzzle::_notification(int what) {
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if (Engine::get_singleton()->is_editor_hint()) {
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return;
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}
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switch (what) {
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default:
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return;
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case NOTIFICATION_READY:
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ready();
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return;
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}
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}
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void HitscanMuzzle::shoot() {
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set_transform(this->home_transform);
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rotate_object_local(Vector3(0.f, 1.f, 0.f), Math::random(-Math::PI, Math::PI));
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rotate_object_local(Vector3(1.f, 0.f, 0.f), Math::random(0.f, this->spread));
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force_raycast_update();
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Node *effect_as_node{ this->impact_effect->instantiate() };
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if (Node3D * effect{ cast_to<Node3D>(effect_as_node) }) {
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get_tree()->get_current_scene()->add_child(effect);
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Vector3 const point{ get_collision_point() };
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Vector3 const normal{ get_collision_normal() };
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effect->look_at_from_position(point, point + normal);
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} else if (effect_as_node) {
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effect_as_node->queue_free();
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}
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}
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void HitscanMuzzle::set_spread(float spread) {
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this->spread = spread;
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}
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float HitscanMuzzle::get_spread() const {
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return this->spread;
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}
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void HitscanMuzzle::set_damage(int damage) {
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this->damage = damage;
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}
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int HitscanMuzzle::get_damage() const {
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return this->damage;
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}
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void HitscanMuzzle::set_ray_count(int amount) {
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this->ray_count = amount;
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}
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int HitscanMuzzle::get_ray_count() const {
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return this->ray_count;
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}
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32
modules/wave_survival/hitscan_muzzle.h
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32
modules/wave_survival/hitscan_muzzle.h
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#ifndef HITSCAN_MUZZLE_H
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#define HITSCAN_MUZZLE_H
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#include "scene/3d/physics/ray_cast_3d.h"
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class HitscanMuzzle : public RayCast3D {
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GDCLASS(HitscanMuzzle, RayCast3D);
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static void _bind_methods();
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void ready();
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public:
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void _notification(int what);
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void shoot();
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void shoot_multiple(int count);
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void set_spread(float spread);
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float get_spread() const;
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void set_damage(int damage);
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int get_damage() const;
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void set_ray_count(int amount);
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int get_ray_count() const;
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private:
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float spread{ 0.01f };
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int damage{ 1 };
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int ray_count{ 1 };
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Transform3D home_transform{};
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Ref<PackedScene> impact_effect{};
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};
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#endif // !HITSCAN_MUZZLE_H
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#include "register_types.h"
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#include "core/object/class_db.h"
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#include "wave_survival/hitscan_muzzle.h"
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#include "wave_survival/player_body.h"
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#include "wave_survival/player_camera.h"
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#include "wave_survival/player_input.h"
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GDREGISTER_RUNTIME_CLASS(WeaponBase);
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GDREGISTER_CLASS(Rifle);
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GDREGISTER_CLASS(WeaponInventory);
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GDREGISTER_CLASS(HitscanMuzzle);
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}
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void uninitialize_wave_survival_module(ModuleInitializationLevel p_level) {
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#include "rifle.h"
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#include "scene/animation/animation_player.h"
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#include "wave_survival/hitscan_muzzle.h"
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#include "wave_survival/player_body.h"
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#include "wave_survival/player_input.h"
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@ -36,6 +37,7 @@ void Rifle::stop_run_anim() {
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void Rifle::shoot() {
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if (!is_animating()) {
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this->muzzle->shoot();
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if (this->request_alt_mode) {
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get_anim()->queue("fire_aim");
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} else {
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@ -76,6 +78,7 @@ void Rifle::on_animation_changed(String new_animation) {
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}
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void Rifle::ready() {
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this->muzzle = cast_to<HitscanMuzzle>(get_node(NodePath("%HitscanMuzzle")));
|
||||
get_anim()->connect("current_animation_changed", callable_mp(this, &self_type::on_animation_changed));
|
||||
get_input()->connect(PlayerInput::sig_primary_fire, callable_mp(this, &self_type::on_primary_fire));
|
||||
get_input()->connect(PlayerInput::sig_alt_mode, callable_mp(this, &self_type::on_alt_mode));
|
||||
|
|
|
@ -4,6 +4,7 @@
|
|||
#include "wave_survival/player_camera.h"
|
||||
#include "wave_survival/weapon_base.h"
|
||||
class PlayerBody;
|
||||
class HitscanMuzzle;
|
||||
|
||||
class Rifle : public WeaponBase {
|
||||
GDCLASS(Rifle, WeaponBase);
|
||||
|
@ -35,6 +36,8 @@ private:
|
|||
bool request_alt_mode{ false };
|
||||
bool in_alt_mode{ false };
|
||||
bool running{ false };
|
||||
|
||||
HitscanMuzzle *muzzle{ nullptr };
|
||||
};
|
||||
|
||||
#endif // !WEAPONS_RIFLE_H
|
||||
|
|
BIN
project/assets/textures/effects/bullet_impact_albedo.png
Normal file
BIN
project/assets/textures/effects/bullet_impact_albedo.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 373 KiB |
|
@ -0,0 +1,40 @@
|
|||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://da2nhu26lshix"
|
||||
path="res://.godot/imported/bullet_impact_albedo.png-a285c5d1917287b07f88b5818370b861.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/textures/effects/bullet_impact_albedo.png"
|
||||
dest_files=["res://.godot/imported/bullet_impact_albedo.png-a285c5d1917287b07f88b5818370b861.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
BIN
project/assets/textures/effects/bullet_impact_normal.png
Normal file
BIN
project/assets/textures/effects/bullet_impact_normal.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 5.9 MiB |
|
@ -0,0 +1,40 @@
|
|||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://duj1snmy7lk1l"
|
||||
path="res://.godot/imported/bullet_impact_normal.png-5bf99cdbe81296319f4892ecad612d8f.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/textures/effects/bullet_impact_normal.png"
|
||||
dest_files=["res://.godot/imported/bullet_impact_normal.png-5bf99cdbe81296319f4892ecad612d8f.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
File diff suppressed because one or more lines are too long
13
project/objects/effects/bullet_impact.tscn
Normal file
13
project/objects/effects/bullet_impact.tscn
Normal file
|
@ -0,0 +1,13 @@
|
|||
[gd_scene load_steps=3 format=3 uid="uid://me2saxnylpfa"]
|
||||
|
||||
[ext_resource type="Texture2D" uid="uid://da2nhu26lshix" path="res://assets/textures/effects/bullet_impact_albedo.png" id="1_dkdib"]
|
||||
[ext_resource type="Texture2D" uid="uid://duj1snmy7lk1l" path="res://assets/textures/effects/bullet_impact_normal.png" id="2_drixv"]
|
||||
|
||||
[node name="BulletImpact" type="Node3D"]
|
||||
|
||||
[node name="Decal" type="Decal" parent="."]
|
||||
transform = Transform3D(1, 0, 0, 0, -4.371139e-08, 1, 0, -1, -4.371139e-08, 0, 0, 0)
|
||||
size = Vector3(0.1, 0.1, 0.1)
|
||||
texture_albedo = ExtResource("1_dkdib")
|
||||
texture_normal = ExtResource("2_drixv")
|
||||
cull_mask = 1047553
|
|
@ -7,13 +7,20 @@ anim = NodePath("rifle/AnimationPlayer")
|
|||
|
||||
[node name="rifle" parent="." instance=ExtResource("1_afgyw")]
|
||||
|
||||
[node name="Body" parent="rifle/Character/Skeleton3D" index="0"]
|
||||
layers = 2
|
||||
|
||||
[node name="mesh" parent="rifle/Character/Skeleton3D" index="1"]
|
||||
layers = 2
|
||||
|
||||
[node name="BoneAttachment3D" type="BoneAttachment3D" parent="rifle/Character/Skeleton3D" index="2"]
|
||||
transform = Transform3D(1, -2.0932122e-15, 2.3524223e-18, 2.3525281e-18, 0.0022477505, 0.99999744, -2.0932126e-15, -0.9999974, 0.0022477508, 0.07988295, -0.13953947, -0.33976445)
|
||||
bone_name = "root"
|
||||
bone_idx = 39
|
||||
|
||||
[node name="RayCast3D" type="RayCast3D" parent="rifle/Character/Skeleton3D/BoneAttachment3D"]
|
||||
transform = Transform3D(1, 0, -1.6543612e-24, 0, 1, 0, 4.135903e-25, 0, 1, 0, 0.00010576844, 0.047063388)
|
||||
[node name="HitscanMuzzle" type="HitscanMuzzle" parent="rifle/Character/Skeleton3D/BoneAttachment3D"]
|
||||
unique_name_in_owner = true
|
||||
transform = Transform3D(1, 0, 0, 0, 0.99999994, 0, 0, 0, 0.99999994, 2.746498e-26, 0, 0.059500493)
|
||||
target_position = Vector3(0, 100, 0)
|
||||
|
||||
[node name="AnimationPlayer" parent="rifle" index="1"]
|
||||
|
|
|
@ -67,3 +67,8 @@ switch_weapon={
|
|||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194306,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
|
||||
[layer_names]
|
||||
|
||||
3d_render/layer_1="Default"
|
||||
3d_render/layer_2="FirstPerson"
|
||||
|
|
Loading…
Reference in a new issue