generated from Persson-dev/Godot-Xmake
Better Implementation of Timer
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@@ -1,5 +1,4 @@
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#include "Bullet.h"
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#include <godot_cpp/classes/timer.hpp>
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using namespace godot;
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@@ -22,20 +21,20 @@ void Bullet::_ready() {
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DEV_ASSERT(m_Ray);
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m_Mesh = Object::cast_to<MeshInstance3D>(find_child("MeshInstance3D"));
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DEV_ASSERT(m_Mesh);
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m_Timer = memnew(godot::Timer);
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add_child(m_Timer);
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m_Timer->connect("timeout", callable_mp(this, &Bullet::_on_timer_timeout));
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}
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void Bullet::_physics_process(float a_Delta) {
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Vector3 movement = Vector3(0, 0, -BULLET_SPEED) * a_Delta;
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set_position(get_transform().xform(movement));
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godot::Timer* timer = memnew(godot::Timer);
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add_child(timer);
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timer->connect("timeout", callable_mp(this, &Bullet::_on_timer_timeout));
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if (m_Ray->is_colliding()) {
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m_Mesh->set_visible(false);
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m_Particles->set_emitting(true);
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timer->set_wait_time(1.0);
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timer->start();
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m_Timer->set_wait_time(1.0);
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m_Timer->start();
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}
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}
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@@ -4,6 +4,7 @@
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#include <godot_cpp/classes/mesh_instance3d.hpp>
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#include <godot_cpp/classes/node3d.hpp>
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#include <godot_cpp/classes/ray_cast3d.hpp>
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#include <godot_cpp/classes/timer.hpp>
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namespace blitz {
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class Bullet : public godot::Node3D {
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@@ -22,6 +23,7 @@ class Bullet : public godot::Node3D {
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godot::GPUParticles3D* m_Particles;
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godot::RayCast3D* m_Ray;
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godot::MeshInstance3D* m_Mesh;
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godot::Timer* m_Timer;
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void _on_timer_timeout();
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};
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