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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#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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