feat: implemented bullet impacts
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14 changed files with 644 additions and 12 deletions
70
modules/wave_survival/hitscan_muzzle.cpp
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70
modules/wave_survival/hitscan_muzzle.cpp
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@ -0,0 +1,70 @@
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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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@ -0,0 +1,32 @@
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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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@ -1,6 +1,7 @@
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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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@ -18,6 +19,7 @@ void initialize_wave_survival_module(ModuleInitializationLevel p_level) {
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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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@ -1,5 +1,6 @@
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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")));
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get_anim()->connect("current_animation_changed", callable_mp(this, &self_type::on_animation_changed));
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get_input()->connect(PlayerInput::sig_primary_fire, callable_mp(this, &self_type::on_primary_fire));
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get_input()->connect(PlayerInput::sig_alt_mode, callable_mp(this, &self_type::on_alt_mode));
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@ -4,6 +4,7 @@
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#include "wave_survival/player_camera.h"
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#include "wave_survival/weapon_base.h"
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class PlayerBody;
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class HitscanMuzzle;
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class Rifle : public WeaponBase {
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GDCLASS(Rifle, WeaponBase);
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@ -35,6 +36,8 @@ private:
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bool request_alt_mode{ false };
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bool in_alt_mode{ false };
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bool running{ false };
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HitscanMuzzle *muzzle{ nullptr };
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};
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#endif // !WEAPONS_RIFLE_H
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