generated from Persson-dev/Godot-Xmake
LaserGun without collisions
This commit is contained in:
BIN
godot/Assets/Models/Weapons/Steampunk Rifle.glb
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BIN
godot/Assets/Models/Weapons/Steampunk Rifle.glb
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@@ -1,4 +1,6 @@
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[gd_scene load_steps=3 format=3 uid="uid://d38w4ae3qj0k4"]
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[gd_scene load_steps=4 format=3 uid="uid://d38w4ae3qj0k4"]
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[ext_resource type="PackedScene" uid="uid://ciex3x7rhv1bx" path="res://Scenes/Weapons/steampunk_rifle.tscn" id="1_i6keg"]
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[sub_resource type="CapsuleMesh" id="CapsuleMesh_ky6st"]
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@@ -19,3 +21,6 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.578545, 0)
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[node name="Camera" type="Camera3D" parent="Head"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.1, 0)
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[node name="Steampunk Rifle" parent="Head/Camera" instance=ExtResource("1_i6keg")]
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transform = Transform3D(1, 0, 0, 0, 0.998135, -0.0610485, 0, 0.0610485, 0.998135, 0.19, -0.18, -0.55)
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@@ -1,9 +1,9 @@
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[gd_scene load_steps=18 format=3 uid="uid://coue2qehpn4fr"]
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[ext_resource type="Texture2D" path="res://Assets/Textures/Sky.png" id="1_mnexj"]
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[ext_resource type="Texture2D" path="res://Assets/Textures/Black.png" id="2_fkwcn"]
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[ext_resource type="Texture2D" path="res://Assets/Textures/Orange.png" id="3_ux02w"]
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[ext_resource type="Texture2D" path="res://Assets/Textures/Green.png" id="4_wp15n"]
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[ext_resource type="Texture2D" uid="uid://dujfl12rge3p4" path="res://Assets/Textures/Sky.png" id="1_mnexj"]
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[ext_resource type="Texture2D" uid="uid://b8n5rff2a8h2u" path="res://Assets/Textures/Black.png" id="2_fkwcn"]
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[ext_resource type="Texture2D" uid="uid://lpbttkw7gpxj" path="res://Assets/Textures/Orange.png" id="3_ux02w"]
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[ext_resource type="Texture2D" uid="uid://di3uyny341483" path="res://Assets/Textures/Green.png" id="4_wp15n"]
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[ext_resource type="PackedScene" uid="uid://d38w4ae3qj0k4" path="res://Scenes/Characters/first_person_player.tscn" id="5_8ctht"]
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[sub_resource type="PanoramaSkyMaterial" id="PanoramaSkyMaterial_6c4vd"]
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19
godot/Scenes/Weapons/bullet.tscn
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19
godot/Scenes/Weapons/bullet.tscn
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@@ -0,0 +1,19 @@
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[gd_scene load_steps=3 format=3 uid="uid://do601jl7p1u22"]
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[sub_resource type="BoxMesh" id="BoxMesh_ibwn0"]
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size = Vector3(0.05, 0.05, 1)
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_2qdhl"]
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albedo_color = Color(1, 0.764706, 0.294118, 1)
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emission_enabled = true
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emission = Color(0.568627, 1, 0.313726, 1)
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emission_energy_multiplier = 5.0
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[node name="Bullet" type="Bullet"]
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[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
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mesh = SubResource("BoxMesh_ibwn0")
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surface_material_override/0 = SubResource("StandardMaterial3D_2qdhl")
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[node name="RayCast3D" type="RayCast3D" parent="."]
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target_position = Vector3(0, 0, -0.6)
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36
godot/Scenes/Weapons/steampunk_rifle.tscn
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36
godot/Scenes/Weapons/steampunk_rifle.tscn
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@@ -0,0 +1,36 @@
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[gd_scene load_steps=4 format=3 uid="uid://ciex3x7rhv1bx"]
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[ext_resource type="PackedScene" uid="uid://bkskefixbe2cw" path="res://Assets/Models/Weapons/Steampunk Rifle.glb" id="1_0bnv5"]
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[sub_resource type="Animation" id="Animation_20uwx"]
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resource_name = "Shoot"
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length = 0.1
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step = 0.01
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath("Node:position")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(0, 0.01, 0.1),
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"transitions": PackedFloat32Array(1, 1, 1),
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"update": 0,
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"values": [Vector3(0, 0, 0), Vector3(0, 0, 0.05), Vector3(0, 0, 0)]
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}
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[sub_resource type="AnimationLibrary" id="AnimationLibrary_113bo"]
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_data = {
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"Shoot": SubResource("Animation_20uwx")
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}
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[node name="Steampunk Rifle" instance=ExtResource("1_0bnv5")]
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[node name="AnimationPlayer" type="AnimationPlayer" parent="." index="1"]
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libraries = {
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"": SubResource("AnimationLibrary_113bo")
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}
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[node name="RayCast3D" type="RayCast3D" parent="." index="2"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -1.10108)
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target_position = Vector3(0, 0, -1)
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19
godot/bullet.tscn
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19
godot/bullet.tscn
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@@ -0,0 +1,19 @@
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[gd_scene load_steps=3 format=3 uid="uid://bt0551kcc5tw4"]
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[sub_resource type="BoxMesh" id="BoxMesh_ibwn0"]
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size = Vector3(0.05, 0.05, 1)
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_2qdhl"]
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albedo_color = Color(1, 0.764706, 0.294118, 1)
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emission_enabled = true
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emission = Color(0.568627, 1, 0.313726, 1)
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emission_energy_multiplier = 5.0
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[node name="Bullet" type="Bullet"]
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[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
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mesh = SubResource("BoxMesh_ibwn0")
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surface_material_override/0 = SubResource("StandardMaterial3D_2qdhl")
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[node name="RayCast3D" type="RayCast3D" parent="."]
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target_position = Vector3(0, 0, -0.6)
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@@ -49,6 +49,11 @@ jump={
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}
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escape={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194305,"key_label":0,"unicode":0,"echo":false,"script":null)
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"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":4194305,"key_label":0,"unicode":0,"echo":false,"script":null)
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]
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}
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shoot={
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"deadzone": 0.5,
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"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":1,"position":Vector2(351, 9),"global_position":Vector2(355, 50),"factor":1.0,"button_index":1,"canceled":false,"pressed":true,"double_click":false,"script":null)
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]
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}
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22
src/Bullet.cpp
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22
src/Bullet.cpp
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#include "Bullet.h"
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using namespace godot;
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namespace blitz {
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static constexpr float BULLET_SPEED = 40.0f;
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void Bullet::_bind_methods() {}
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Bullet::Bullet() {}
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Bullet::~Bullet() {}
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void Bullet::_ready() {}
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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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}
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} // namespace blitz
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src/Bullet.h
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19
src/Bullet.h
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#pragma once
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#include <godot_cpp/classes/node3d.hpp>
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namespace blitz {
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class Bullet : public godot::Node3D {
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GDCLASS(Bullet, godot::Node3D)
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protected:
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static void _bind_methods();
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public:
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Bullet();
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~Bullet();
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void _ready();
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void _physics_process(float delta);
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};
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} // namespace blitz
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@@ -4,6 +4,7 @@
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#include <godot_cpp/classes/input.hpp>
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#include <godot_cpp/classes/input_event_mouse_motion.hpp>
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#include <godot_cpp/classes/input_map.hpp>
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#include <godot_cpp/classes/resource_loader.hpp>
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#include <godot_cpp/core/math.hpp>
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using namespace godot;
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@@ -32,6 +33,7 @@ static constexpr float FOV_TRANSITION = 8.0f;
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static constexpr float MIN_FOV_VELOCITY = 0.5;
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static constexpr float MAX_FOV_VELOCITY = SPRINT_SPEED * 2.0f;
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void FirstPersonPlayer::_bind_methods() {}
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FirstPersonPlayer::FirstPersonPlayer() : m_BobTime(0) {}
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@@ -47,6 +49,14 @@ void FirstPersonPlayer::_ready() {
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DEV_ASSERT(m_Head);
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m_Camera = Object::cast_to<Camera3D>(m_Head->find_child("Camera"));
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DEV_ASSERT(m_Camera);
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m_WeaponAnimation = Object::cast_to<AnimationPlayer>(find_child("AnimationPlayer"));
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DEV_ASSERT(m_WeaponAnimation);
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m_GunBarrel = Object::cast_to<RayCast3D>(find_child("RayCast3D"));
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DEV_ASSERT(m_GunBarrel);
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m_BulletScene = ResourceLoader::get_singleton()->load("res://Scenes/Weapons/bullet.tscn");
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if (!m_BulletScene.is_valid()) {
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ERR_PRINT("Failed to load bullet scene.");
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}
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}
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void FirstPersonPlayer::_unhandled_input(const godot::Ref<godot::InputEvent>& a_Event) {
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@@ -84,6 +94,16 @@ void FirstPersonPlayer::_physics_process(float a_Delta) {
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UpdateFOV(a_Delta);
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UpdateBobbing(a_Delta);
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if (Input->is_action_pressed("shoot")) {
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if (!m_WeaponAnimation->is_playing()) {
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m_WeaponAnimation->play("Shoot");
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m_BulletInstance = m_BulletScene->instantiate();
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m_BulletInstance->set("position", m_GunBarrel->get_global_transform().origin);
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m_BulletInstance->set("rotation", m_GunBarrel->get_global_transform().basis.get_euler());
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get_parent()->add_child(m_BulletInstance);
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}
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}
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move_and_slide();
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}
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@@ -1,9 +1,13 @@
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#pragma once
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#include <godot_cpp/classes/animation_player.hpp>
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#include <godot_cpp/classes/camera3d.hpp>
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#include <godot_cpp/classes/character_body3d.hpp>
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#include <godot_cpp/classes/input_event_mouse_motion.hpp>
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#include <godot_cpp/classes/node3d.hpp>
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#include <godot_cpp/classes/packed_scene.hpp>
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#include <godot_cpp/classes/ray_cast3d.hpp>
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#include <godot_cpp/classes/ref.hpp>
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namespace blitz {
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@@ -24,6 +28,10 @@ class FirstPersonPlayer : public godot::CharacterBody3D {
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private:
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godot::Camera3D* m_Camera;
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godot::Node3D* m_Head;
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godot::AnimationPlayer* m_WeaponAnimation;
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godot::RayCast3D* m_GunBarrel;
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godot::Node* m_BulletInstance;
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godot::Ref<godot::PackedScene> m_BulletScene;
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float m_BobTime;
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float m_Speed;
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@@ -1,5 +1,6 @@
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#include "register_types.h"
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#include "Bullet.h"
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#include "FirstPersonPlayer.h"
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#include "Player.h"
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#include "SpringArmPivot.h"
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@@ -18,6 +19,7 @@ void initialize_example_module(ModuleInitializationLevel p_level) {
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ClassDB::register_class<blitz::Player>();
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ClassDB::register_class<blitz::SpringArmPivot>();
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ClassDB::register_class<blitz::FirstPersonPlayer>();
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ClassDB::register_class<blitz::Bullet>();
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}
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void uninitialize_example_module(ModuleInitializationLevel p_level) {
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