Bullets Colliding and Disappearing

This commit is contained in:
Morph01
2024-08-15 13:28:16 +02:00
parent b92c5169c4
commit 91d492c2d8
3 changed files with 69 additions and 3 deletions

View File

@@ -1,4 +1,4 @@
[gd_scene load_steps=3 format=3 uid="uid://do601jl7p1u22"] [gd_scene load_steps=6 format=3 uid="uid://do601jl7p1u22"]
[sub_resource type="BoxMesh" id="BoxMesh_ibwn0"] [sub_resource type="BoxMesh" id="BoxMesh_ibwn0"]
size = Vector3(0.05, 0.05, 1) size = Vector3(0.05, 0.05, 1)
@@ -9,7 +9,23 @@ emission_enabled = true
emission = Color(0.568627, 1, 0.313726, 1) emission = Color(0.568627, 1, 0.313726, 1)
emission_energy_multiplier = 5.0 emission_energy_multiplier = 5.0
[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_618v8"]
direction = Vector3(0, 0, 1)
initial_velocity_min = 3.0
initial_velocity_max = 5.0
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_gn2fy"]
albedo_color = Color(1, 1, 0.443137, 1)
emission_enabled = true
emission = Color(0.568627, 1, 0.313726, 1)
emission_energy_multiplier = 8.0
[sub_resource type="BoxMesh" id="BoxMesh_5un5e"]
material = SubResource("StandardMaterial3D_gn2fy")
size = Vector3(0.04, 0.04, 0.04)
[node name="Bullet" type="Bullet"] [node name="Bullet" type="Bullet"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -52730.2)
[node name="MeshInstance3D" type="MeshInstance3D" parent="."] [node name="MeshInstance3D" type="MeshInstance3D" parent="."]
mesh = SubResource("BoxMesh_ibwn0") mesh = SubResource("BoxMesh_ibwn0")
@@ -17,3 +33,19 @@ surface_material_override/0 = SubResource("StandardMaterial3D_2qdhl")
[node name="RayCast3D" type="RayCast3D" parent="."] [node name="RayCast3D" type="RayCast3D" parent="."]
target_position = Vector3(0, 0, -0.6) target_position = Vector3(0, 0, -0.6)
[node name="GPUParticles3D" type="GPUParticles3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -0.7)
emitting = false
one_shot = true
explosiveness = 1.0
visibility_aabb = AABB(-1.00001, -6.06334, -1.00001, 2.00002, 7.06267, 41.4102)
process_material = SubResource("ParticleProcessMaterial_618v8")
draw_pass_1 = SubResource("BoxMesh_5un5e")
[node name="Timer" type="Timer" parent="."]
wait_time = 10.0
one_shot = true
autostart = true
[connection signal="timeout" from="Timer" to="." method="_on_timer_timeout"]

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@@ -1,4 +1,5 @@
#include "Bullet.h" #include "Bullet.h"
#include <godot_cpp/classes/timer.hpp>
using namespace godot; using namespace godot;
@@ -6,17 +7,40 @@ namespace blitz {
static constexpr float BULLET_SPEED = 40.0f; static constexpr float BULLET_SPEED = 40.0f;
void Bullet::_bind_methods() {} void Bullet::_bind_methods() {
ClassDB::bind_method(D_METHOD("_on_timer_timeout"), &Bullet::_on_timer_timeout);
}
Bullet::Bullet() {} Bullet::Bullet() {}
Bullet::~Bullet() {} Bullet::~Bullet() {}
void Bullet::_ready() {} void Bullet::_ready() {
m_Particles = Object::cast_to<GPUParticles3D>(find_child("GPUParticles3D"));
DEV_ASSERT(m_Particles);
m_Ray = Object::cast_to<RayCast3D>(find_child("RayCast3D"));
DEV_ASSERT(m_Ray);
m_Mesh = Object::cast_to<MeshInstance3D>(find_child("MeshInstance3D"));
DEV_ASSERT(m_Mesh);
}
void Bullet::_physics_process(float a_Delta) { void Bullet::_physics_process(float a_Delta) {
Vector3 movement = Vector3(0, 0, -BULLET_SPEED) * a_Delta; Vector3 movement = Vector3(0, 0, -BULLET_SPEED) * a_Delta;
set_position(get_transform().xform(movement)); set_position(get_transform().xform(movement));
godot::Timer* timer = memnew(godot::Timer);
add_child(timer);
timer->connect("timeout", callable_mp(this, &Bullet::_on_timer_timeout));
if (m_Ray->is_colliding()) {
m_Mesh->set_visible(false);
m_Particles->set_emitting(true);
timer->set_wait_time(1.0);
timer->start();
}
}
void Bullet::_on_timer_timeout() {
queue_free();
} }
} // namespace blitz } // namespace blitz

View File

@@ -1,6 +1,9 @@
#pragma once #pragma once
#include <godot_cpp/classes/gpu_particles3d.hpp>
#include <godot_cpp/classes/mesh_instance3d.hpp>
#include <godot_cpp/classes/node3d.hpp> #include <godot_cpp/classes/node3d.hpp>
#include <godot_cpp/classes/ray_cast3d.hpp>
namespace blitz { namespace blitz {
class Bullet : public godot::Node3D { class Bullet : public godot::Node3D {
@@ -14,6 +17,13 @@ class Bullet : public godot::Node3D {
void _ready(); void _ready();
void _physics_process(float delta); void _physics_process(float delta);
private:
godot::GPUParticles3D* m_Particles;
godot::RayCast3D* m_Ray;
godot::MeshInstance3D* m_Mesh;
void _on_timer_timeout();
}; };
} // namespace blitz } // namespace blitz