feat: implemented bullet impacts
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										70
									
								
								modules/wave_survival/hitscan_muzzle.cpp
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
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								modules/wave_survival/hitscan_muzzle.cpp
									
									
									
									
									
										Normal file
									
								
							| 
						 | 
				
			
			@ -0,0 +1,70 @@
 | 
			
		|||
#include "hitscan_muzzle.h"
 | 
			
		||||
#include "macros.h"
 | 
			
		||||
#include "scene/resources/packed_scene.h"
 | 
			
		||||
 | 
			
		||||
void HitscanMuzzle::_bind_methods() {
 | 
			
		||||
	BIND_PROPERTY(Variant::FLOAT, spread);
 | 
			
		||||
	BIND_PROPERTY(Variant::INT, damage);
 | 
			
		||||
	BIND_PROPERTY(Variant::INT, ray_count);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void HitscanMuzzle::ready() {
 | 
			
		||||
	this->home_transform = get_transform();
 | 
			
		||||
	this->impact_effect = ResourceLoader::load("res://objects/effects/bullet_impact.tscn");
 | 
			
		||||
	if (!this->impact_effect.is_valid()) {
 | 
			
		||||
		print_error("HitscanMuzzle::ready: impact effect is invalid");
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void HitscanMuzzle::_notification(int what) {
 | 
			
		||||
	if (Engine::get_singleton()->is_editor_hint()) {
 | 
			
		||||
		return;
 | 
			
		||||
	}
 | 
			
		||||
	switch (what) {
 | 
			
		||||
		default:
 | 
			
		||||
			return;
 | 
			
		||||
		case NOTIFICATION_READY:
 | 
			
		||||
			ready();
 | 
			
		||||
			return;
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void HitscanMuzzle::shoot() {
 | 
			
		||||
	set_transform(this->home_transform);
 | 
			
		||||
	rotate_object_local(Vector3(0.f, 1.f, 0.f), Math::random(-Math::PI, Math::PI));
 | 
			
		||||
	rotate_object_local(Vector3(1.f, 0.f, 0.f), Math::random(0.f, this->spread));
 | 
			
		||||
	force_raycast_update();
 | 
			
		||||
	Node *effect_as_node{ this->impact_effect->instantiate() };
 | 
			
		||||
	if (Node3D * effect{ cast_to<Node3D>(effect_as_node) }) {
 | 
			
		||||
		get_tree()->get_current_scene()->add_child(effect);
 | 
			
		||||
		Vector3 const point{ get_collision_point() };
 | 
			
		||||
		Vector3 const normal{ get_collision_normal() };
 | 
			
		||||
		effect->look_at_from_position(point, point + normal);
 | 
			
		||||
	} else if (effect_as_node) {
 | 
			
		||||
		effect_as_node->queue_free();
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void HitscanMuzzle::set_spread(float spread) {
 | 
			
		||||
	this->spread = spread;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
float HitscanMuzzle::get_spread() const {
 | 
			
		||||
	return this->spread;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void HitscanMuzzle::set_damage(int damage) {
 | 
			
		||||
	this->damage = damage;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
int HitscanMuzzle::get_damage() const {
 | 
			
		||||
	return this->damage;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void HitscanMuzzle::set_ray_count(int amount) {
 | 
			
		||||
	this->ray_count = amount;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
int HitscanMuzzle::get_ray_count() const {
 | 
			
		||||
	return this->ray_count;
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										32
									
								
								modules/wave_survival/hitscan_muzzle.h
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										32
									
								
								modules/wave_survival/hitscan_muzzle.h
									
									
									
									
									
										Normal file
									
								
							| 
						 | 
				
			
			@ -0,0 +1,32 @@
 | 
			
		|||
#ifndef HITSCAN_MUZZLE_H
 | 
			
		||||
#define HITSCAN_MUZZLE_H
 | 
			
		||||
 | 
			
		||||
#include "scene/3d/physics/ray_cast_3d.h"
 | 
			
		||||
 | 
			
		||||
class HitscanMuzzle : public RayCast3D {
 | 
			
		||||
	GDCLASS(HitscanMuzzle, RayCast3D);
 | 
			
		||||
	static void _bind_methods();
 | 
			
		||||
	void ready();
 | 
			
		||||
 | 
			
		||||
public:
 | 
			
		||||
	void _notification(int what);
 | 
			
		||||
	void shoot();
 | 
			
		||||
	void shoot_multiple(int count);
 | 
			
		||||
 | 
			
		||||
	void set_spread(float spread);
 | 
			
		||||
	float get_spread() const;
 | 
			
		||||
	void set_damage(int damage);
 | 
			
		||||
	int get_damage() const;
 | 
			
		||||
	void set_ray_count(int amount);
 | 
			
		||||
	int get_ray_count() const;
 | 
			
		||||
 | 
			
		||||
private:
 | 
			
		||||
	float spread{ 0.01f };
 | 
			
		||||
	int damage{ 1 };
 | 
			
		||||
	int ray_count{ 1 };
 | 
			
		||||
 | 
			
		||||
	Transform3D home_transform{};
 | 
			
		||||
	Ref<PackedScene> impact_effect{};
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#endif // !HITSCAN_MUZZLE_H
 | 
			
		||||
| 
						 | 
				
			
			@ -1,6 +1,7 @@
 | 
			
		|||
#include "register_types.h"
 | 
			
		||||
 | 
			
		||||
#include "core/object/class_db.h"
 | 
			
		||||
#include "wave_survival/hitscan_muzzle.h"
 | 
			
		||||
#include "wave_survival/player_body.h"
 | 
			
		||||
#include "wave_survival/player_camera.h"
 | 
			
		||||
#include "wave_survival/player_input.h"
 | 
			
		||||
| 
						 | 
				
			
			@ -18,6 +19,7 @@ void initialize_wave_survival_module(ModuleInitializationLevel p_level) {
 | 
			
		|||
	GDREGISTER_RUNTIME_CLASS(WeaponBase);
 | 
			
		||||
	GDREGISTER_CLASS(Rifle);
 | 
			
		||||
	GDREGISTER_CLASS(WeaponInventory);
 | 
			
		||||
	GDREGISTER_CLASS(HitscanMuzzle);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void uninitialize_wave_survival_module(ModuleInitializationLevel p_level) {
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -1,5 +1,6 @@
 | 
			
		|||
#include "rifle.h"
 | 
			
		||||
#include "scene/animation/animation_player.h"
 | 
			
		||||
#include "wave_survival/hitscan_muzzle.h"
 | 
			
		||||
#include "wave_survival/player_body.h"
 | 
			
		||||
#include "wave_survival/player_input.h"
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -36,6 +37,7 @@ void Rifle::stop_run_anim() {
 | 
			
		|||
 | 
			
		||||
void Rifle::shoot() {
 | 
			
		||||
	if (!is_animating()) {
 | 
			
		||||
		this->muzzle->shoot();
 | 
			
		||||
		if (this->request_alt_mode) {
 | 
			
		||||
			get_anim()->queue("fire_aim");
 | 
			
		||||
		} else {
 | 
			
		||||
| 
						 | 
				
			
			@ -76,6 +78,7 @@ void Rifle::on_animation_changed(String new_animation) {
 | 
			
		|||
}
 | 
			
		||||
 | 
			
		||||
void Rifle::ready() {
 | 
			
		||||
	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"
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
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		Reference in a new issue