コード例 #1
0
    public void HandleFootsteps(float Delta)
    {
        float Decrement = Delta;
        float Muffle    = 16;

        if (Round(Momentum.Flattened().Length()) > BaseSpeed)
        {
            Decrement *= SprintingFootstepAcceleration;
            Muffle     = 0;
        }

        FootstepCountdown -= Decrement;

        if (OnFloor && Mode != MovementMode.SNEAKING && (BackwardForwardDirection != 0 || RightLeftDirection != 0))
        {
            if (FootstepCountdown <= 0)
            {
                FootstepCountdown = FootstepBaseTime;

                int Index    = -1;
                var Catagory = (SfxCatagory)(-1);
                if (FloorCast.GetCollider() is Node Floor)
                {
                    if (Floor.IsInGroup("concrete"))
                    {
                        Index    = ConcreteChooser.Choose();
                        Catagory = SfxCatagory.CONCRETE_FOOTSTEPS;
                    }
                    else if (Floor.IsInGroup("leaves"))
                    {
                        Index    = LeavesChooser.Choose();
                        Catagory = SfxCatagory.LEAVES_FOOTSTEPS;
                    }
                    else if (Floor.IsInGroup("metal"))
                    {
                        Index    = MetalChooser.Choose();
                        Catagory = SfxCatagory.METAL_FOOTSTEPS;
                    }
                    else if (Floor.IsInGroup("marble"))
                    {
                        Index    = MarbleChooser.Choose();
                        Catagory = SfxCatagory.MARBLE_FOOTSTEPS;
                    }
                    else
                    {
                        Index    = ConcreteChooser.Choose();
                        Catagory = SfxCatagory.CONCRETE_FOOTSTEPS;
                    }
                }

                if (Index != -1)
                {
                    ActualAssert(Catagory != (SfxCatagory)(-1));
                    Sfx.PlaySfx(Catagory, Index, GlobalTransform.origin, Muffle);
                }
            }
        }
    }
コード例 #2
0
    protected virtual void Anim_Hit()
    {
        if (ray == null)
        {
            return;
        }

        ray.CastTo = Vector3.Forward;
        ray.ForceRaycastUpdate();

        if (ray.IsColliding() && ray.GetCollider() is IDamageable)
        {
            (ray.GetCollider() as IDamageable).AttemptDamage();
        }
    }
コード例 #3
0
    public override void _PhysicsProcess(float delta)
    {
        base._PhysicsProcess(delta);

        ProcessInput(delta);
        ProcessMovement(delta);

        var rayInteractable = CameraRayCast.GetCollider();

        if (CurrentInteractable != rayInteractable)
        {
            CurrentInteractable = rayInteractable;
            EmitSignal(nameof(InteractableUpdated), CurrentInteractable);
        }
    }
コード例 #4
0
    private void InputSpawn()
    {
        RayCast frontRayCast       = _moveWrapper.GetChild <RayCast>(1);
        RayCast frontGroundRayCast = _moveWrapper.GetChild <RayCast>(2);
        var     frontGround        = (Node)frontGroundRayCast.GetCollider();
        string  name = NameGetter.FromCollision(frontGround);

        //check the player requested a spawn on an empty tile above ground
        if (frontGround != null)
        {
            if (Input.IsActionJustPressed("ui_select") &&
                !frontRayCast.IsColliding() &&
                (name == "GridMap" || name == "pot"))
            {
                //spawn a flower in front of the player
                Spatial flowerInstance = (Spatial)_flowerPlatform.Instance();
                flowerInstance.Translation = Translation +
                                             _moveWrapper.Translation +
                                             moveWrapper.SPEED * FacingVec();
                GetParent().AddChild(flowerInstance);
                if (name == "pot")
                {
                    ((moveWrapper)frontGround).planted = true;
                }
            }
        }
    }
コード例 #5
0
ファイル: Ghost.cs プロジェクト: outrera/SkyOfSteel
    public override void _PhysicsProcess(float Delta)
    {
        Items.Instance Item = Game.PossessedPlayer.Inventory[Game.PossessedPlayer.InventorySlot];
        if (Item != null && Item.Type != CurrentMeshType)        //null means no item in slot
        {
            GhostMesh.Mesh  = Meshes[Item.Type];
            CurrentMeshType = Item.Type;
        }

        GhostMesh.Translation     = OldPositions[0];
        GhostMesh.RotationDegrees = OldRotations[0];
        GhostMesh.Visible         = OldVisible[0];

        Player Plr = Game.PossessedPlayer;

        OldVisible.RemoveAt(0);
        OldVisible.Add(false);
        if (Plr.Inventory[Plr.InventorySlot] != null)
        {
            RayCast BuildRayCast = Plr.GetNode("SteelCamera/RayCast") as RayCast;
            if (BuildRayCast.IsColliding())
            {
                Structure Hit = BuildRayCast.GetCollider() as Structure;
                if (Hit != null)
                {
                    System.Nullable <Vector3> GhostPosition = BuildPositions.Calculate(Hit, Plr.Inventory[Plr.InventorySlot].Type);
                    if (GhostPosition != null)
                    {
                        Vector3 GhostRotation = BuildRotations.Calculate(Hit, Plr.Inventory[Plr.InventorySlot].Type);
                        Translation     = (Vector3)GhostPosition;
                        RotationDegrees = GhostRotation;
                        OldVisible[1]   = true;
                    }
                }
            }
        }
        if (OldVisible[1] == false)
        {
            OldVisible[0]     = false;
            GhostMesh.Visible = false;
        }

        OldCanBuild.RemoveAt(0);
        if (GetOverlappingBodies().Count > 0)
        {
            GhostMesh.MaterialOverride = RedMat;
            OldCanBuild.Add(false);
        }
        else
        {
            GhostMesh.MaterialOverride = GreenMat;
            OldCanBuild.Add(true);
        }
        CanBuild = OldCanBuild[0];

        OldPositions.RemoveAt(0);
        OldPositions.Add(Translation);
        OldRotations.RemoveAt(0);
        OldRotations.Add(RotationDegrees);
    }
コード例 #6
0
ファイル: Player.cs プロジェクト: triptych/SkyOfSteel
    public void PrimaryFire(double Sens)
    {
        if (Sens > 0d && !IsFiring)
        {
            IsFiring = true;

            if (Inventory[InventorySlot] != null)
            {
                //Assume for now that all primary fire opertations are to build
                RayCast BuildRayCast = GetNode("SteelCamera/RayCast") as RayCast;
                if (BuildRayCast.IsColliding())
                {
                    Structure Hit = BuildRayCast.GetCollider() as Structure;
                    if (Hit != null)
                    {
                        Building.Request(Hit, Inventory[InventorySlot].Type, 1);
                        //ID 1 for now so all client own all non-default structures
                    }
                }
            }
        }
        if (Sens <= 0d && IsFiring)
        {
            IsFiring = false;
        }
    }
コード例 #7
0
        protected virtual void HandleProjectile(Spatial projectile)
        {
            IProjectile iProjectile = projectiles[projectile];

            if (iProjectile.IsAlive())
            {
                AttackData attackData = iProjectile.GetAttackData();

                Vector3 b = -projectile.Transform.basis.GetAxis(2);
                projectile.Translation += b * attackData.deltaTime * 5;

                rayCast = projectile.GetNodeInChildrenByType <RayCast>();

                if (rayCast != null && rayCast.IsColliding())
                {
                    if (!(attackData.target is IDamageReceiver))
                    {
                        Node collider = rayCast.GetCollider() as Node;

                        if (collider is IDamageReceiver)
                        {
                            attackData.target = collider;
                        }
                    }

                    base.ProcessAttack(attackData);
                }
            }
            else
            {
                iProjectile.Deactivate();
                projectiles.Remove(projectile);
                pooledProjectiles.Enqueue(projectile);
            }
        }
コード例 #8
0
ファイル: Person.cs プロジェクト: CastleOfArgg/Blues
    public void Fire()
    {
        Weapon.Attack();
        if (Weapon.ProjectileType != Projectile.Type.None)
        {
            //put projectile in game
            var scene2         = (PackedScene)GD.Load(Resources.ScenePath + Weapon.ProjectileType.ToString() + ".tscn");
            var sceneInstance2 = (Projectile)scene2.Instance();
            var scale          = sceneInstance2.Scale;
            Globals.Instance.CurrentLevel.GetNode("Projectiles").AddChild(sceneInstance2);
            var offset = Globals.GetRotationFrom(Resources.ProjectileOffset, BulletRay.GlobalTransform.basis.GetEuler());
            sceneInstance2.Transform = new Transform(BulletRay.GlobalTransform.basis, BulletRay.GlobalTransform.origin + offset);

            //
            Vector3 forceSource = BulletRay.GlobalTransform.basis.GetEuler();
            var     bowPosition = new Vector3(sceneInstance2.GlobalTransform.origin)
            {
                y = 0
            };
            var hitPosition = Globals.GetRotationFrom(BulletRay.CastTo, BulletRay.GlobalTransform.basis.GetEuler());
            if (BulletRay.IsColliding())
            {
                hitPosition = new Vector3(BulletRay.GetCollisionPoint())
                {
                    y = 0
                }
            }
            ;
            forceSource.y = Mathf.Atan2(-(bowPosition.x - hitPosition.x), -(bowPosition.z - hitPosition.z));

            //apply force to projectile
            var force = Globals.GetRotationFrom(Resources.ProjectileImpulse, forceSource);
            sceneInstance2.ApplyCentralImpulse(force);
            sceneInstance2.Scale  = scale * 10;
            sceneInstance2.Damage = Weapon.Damage;
            sceneInstance2.Firer  = this;
            GD.Print(BulletRay.GetCollisionPoint().DistanceTo(GlobalTransform.origin));
            if (BulletRay.GetCollisionPoint().DistanceTo(GlobalTransform.origin) <= Resources.TooCloseDistance)
            {
                sceneInstance2.IsTooClose = true;
            }
            return;
        }

        var other = (Spatial)BulletRay.GetCollider();

        if (other == null)
        {
            return;
        }

        if (other.GetParent().GetParent().GetParent() is Person person)
        {
            person.TakeDamage(Weapon.Damage);
        }
        //TODO Add other colliders

        var pos = BulletRay.GetCollisionPoint();
        //TODO blood or something (Particals)
    }
コード例 #9
0
    public override void _PhysicsProcess(float delta)
    {
        if (dead)
        {
            return;
        }
        if (player == null)
        {
            return;
        }

        var vecToPlayer = player.Translation - Translation;

        vecToPlayer = vecToPlayer.Normalized();

        // monster "attack" is just when it's within MELEE_RANGE of player
        // when this raycast collides the attack is hitting the player
        rayCast.CastTo = vecToPlayer * MELEE_RANGE;

        // move towards the player
        MoveAndCollide(vecToPlayer * MOVE_SPEED * delta);

        if (rayCast.IsColliding())
        {
            var coll = rayCast.GetCollider();
            if (coll != null && coll is Player)
            {
                coll.Call("Kill");
            }
        }
    }
コード例 #10
0
ファイル: Player.cs プロジェクト: NoohAlavi/HorrorGame
    public override void _PhysicsProcess(float delta)
    {
        //Add crouching logic

        if (IsCrouching)
        {
            Vector3 position = GlobalTransform.origin;
            _cam.Translation = new Vector3(0f, -.5f, 0f);
            Speed            = MaxSpeed / 2f;
        }
        else
        {
            Vector3 position = GlobalTransform.origin;
            _cam.Translation = new Vector3(0f, 0f, 0f);
            Speed            = MaxSpeed;
        }

        Velocity = MoveAndSlide(Velocity);

        //Make sure y pos is 2.5
        Vector3 pos = GlobalTransform.origin;

        GlobalTransform = new Transform(GlobalTransform.basis, new Vector3(pos.x, 2.5f, pos.z));

        if (_interactRayCast.IsColliding())
        {
            Spatial collider = (Spatial)_interactRayCast.GetCollider();
            if (collider.IsInGroup("Items"))
            {
                //add item pickup logic
            }
        }
    }
コード例 #11
0
ファイル: Killer.cs プロジェクト: NoohAlavi/HorrorGame
    public override void _PhysicsProcess(float delta)
    {
        //implement fsm

        //pathfinding logic
        _points = new List <Vector3>(_nav.GetSimplePath(GlobalTransform.origin, _targetPlayer.GlobalTransform.origin));

        if (_points.Count > 0)
        {
            if (RoundVector(GlobalTransform.origin).x == RoundVector(_points[0]).x&& RoundVector(GlobalTransform.origin).z == RoundVector(_points[0]).z)
            {
                _points.RemoveAt(0);
            }
            Velocity = Translation.DirectionTo(_points[0]) * Speed;
            Velocity = MoveAndSlide(Velocity);
        }

        //Collision Logic

        _rayCast.CastTo = _rayCast.ToLocal(_targetPlayer.GlobalTransform.origin);
        if (_rayCast.IsColliding())
        {
            Spatial collider = (Spatial)_rayCast.GetCollider();
            if (collider is Player && GlobalTransform.origin.DistanceTo(collider.GlobalTransform.origin) <= 3f)
            {
                // GD.Print("hit player");
                GetTree().ChangeScene("res://GameOver/GameOver.tscn");
            }
        }
    }
コード例 #12
0
    public override void _Process(float delta)
    {
        if (footStepTimer <= 0)
        {
            if ((Vector3)player.Get("direction") != Vector3.Zero && feet.IsColliding())
            {
                // Get collided body group name
                Godot.Collections.Array collidedGroups = ((Node)feet.GetCollider()).GetGroups();

                foreach (String group in collidedGroups)
                {
                    if (footStepList.ContainsKey(group))
                    {
                        Node footStepNode = footStepList[group];
                        if (footStepNode.GetChildCount() > 0)
                        {
                            // Play audio
                            int randomIndex           = (int)GD.RandRange(0, footStepNode.GetChildCount() - 1);
                            AudioStreamPlayer3D audio = (AudioStreamPlayer3D)footStepNode.GetChild(randomIndex);
                            audio.Play();

                            // Sync player speed with audio loop
                            footStepTimer = (1 - (0.06f * (float)player.Get("normalSpeed")));
                            break;
                        }
                    }
                }
            }
        }
        else
        {
            footStepTimer -= delta;
        }
    }
コード例 #13
0
    public override void _Process(float delta)
    {
        Node target = (Node)raycast.GetCollider();

        Player.Instance.lookingAt = target;
        if (Input.IsActionJustPressed("ui_click"))
        {
            if (target is IInteractable)
            {
                interactionTarget = (IInteractable)target;
                interactionTarget.Interact(Interaction.PRESS);
            }
        }
        if (Input.IsActionJustReleased("ui_click"))
        {
            if (interactionTarget != null)
            {
                interactionTarget.Interact(Interaction.RELEASE);
            }
        }
        if (Input.IsActionJustPressed("fps_zoom"))
        {
            zoomLevel += 1;
            if (zoomLevel > 1)
            {
                zoomLevel = 0;
            }
            this.Fov = 70 - 30 * zoomLevel;
        }
    }
コード例 #14
0
ファイル: Player.cs プロジェクト: TdoubleAV/SkyOfSteel
    public void PrimaryFire(float Sens)
    {
        if (Sens > 0 && !IsPrimaryFiring)
        {
            IsPrimaryFiring = true;

            if (Inventory[InventorySlot] != null)
            {
                //Assume for now that all primary fire opertations are to build
                RayCast BuildRayCast = GetNode("SteelCamera/RayCast") as RayCast;
                if (BuildRayCast.IsColliding())
                {
                    Structure Hit = BuildRayCast.GetCollider() as Structure;
                    if (Hit != null && GhostInstance.CanBuild)
                    {
                        Vector3?PlacePosition = BuildPositions.Calculate(Hit, GhostInstance.CurrentMeshType);
                        if (PlacePosition != null && Game.Mode.ShouldPlaceStructure(GhostInstance.CurrentMeshType, PlacePosition.Value, BuildRotations.Calculate(Hit, GhostInstance.CurrentMeshType)))
                        {
                            World.PlaceOn(Hit, GhostInstance.CurrentMeshType, 1);                        //ID 1 for now so all client own all non-default structures
                        }
                    }
                }
            }
        }
        if (Sens <= 0 && IsPrimaryFiring)
        {
            IsPrimaryFiring = false;
        }
    }
コード例 #15
0
    public override void _PhysicsProcess(float delta)
    {
        var moveVec = new Vector3();

        if (Input.IsActionPressed("move_forwards"))
        {
            moveVec.z -= 1;
        }
        if (Input.IsActionPressed("move_backwards"))
        {
            moveVec.z += 1;
        }
        if (Input.IsActionPressed("move_left"))
        {
            moveVec.x -= 1;
        }
        if (Input.IsActionPressed("move_right"))
        {
            moveVec.x += 1;
        }
        moveVec = moveVec.Normalized();         // prevents faster diagonal movement
        moveVec = moveVec.Rotated(new Vector3(0.0f, 1.0f, 0.0f), Rotation.y);
        MoveAndCollide(moveVec * MOVE_SPEED * delta);

        if (Input.IsActionPressed("shoot") && !animPlayer.IsPlaying())
        {
            animPlayer.Play("shoot");
            // shoot the bullet as a hitscan ray
            var coll = rayCast.GetCollider();
            if (rayCast.IsColliding() && coll.HasMethod("Kill"))
            {
                coll.Call("Kill");
            }
        }
    }
コード例 #16
0
 public override State tick(Node entity)
 {
     if (ray != null && ray.GetCollider() != null)
     {
         return(State.Failure);
     }
     return(State.Success);
 }
コード例 #17
0
ファイル: Player.cs プロジェクト: turtlewit/pgj19
 void HandleRaycast()
 {
     if (raycast.IsColliding())
     {
         interactable = (InteractableObject)((Area)raycast.GetCollider()).GetParent();
         interactable.SetHighlight(true);
     }
     else if (interactable != null)
     {
         interactable.SetHighlight(false);
         interactable = null;
     }
 }
コード例 #18
0
ファイル: Weapon.cs プロジェクト: LanceDrolet/FPSTutorial
 public void CheckCollision()
 {
     if (rayCast.IsColliding())
     {
         GD.Print("colliding");
         Node collider = (Node)rayCast.GetCollider();
         if (collider.IsInGroup("Enemies"))
         {
             collider.QueueFree();
             GD.Print($"Killed ", collider.Name);
         }
     }
 }
コード例 #19
0
    public static void SecondaryFire(float Sens)
    {
        Game.PossessedPlayer.MatchSome(
            (Plr) =>
        {
            if (Sens > 0 && !Plr.IsSecondaryFiring)
            {
                Plr.IsSecondaryFiring = true;

                Items.Instance CurrentItem = Plr.Inventory[Plr.InventorySlot];

                if (CurrentItem == null || !Items.IdInfos[CurrentItem.Id].CanAds)
                {
                    if (Plr.CurrentCooldown >= Plr.CurrentMaxCooldown)
                    {
                        RayCast BuildRayCast = Plr.GetNode <RayCast>("SteelCamera/RayCast");
                        if (BuildRayCast.IsColliding())
                        {
                            if (BuildRayCast.GetCollider() is Tile Hit)
                            {
                                Hit.NetRemove();
                                Plr.SetCooldown(0, Player.BuildingCooldown, true);
                            }
                        }
                    }
                }

                else if (CurrentItem != null && Items.IdInfos[CurrentItem.Id].CanAds)
                {
                    Plr.Ads            = true;
                    Plr.IsFlySprinting = false;
                }
            }

            if (Sens <= 0 && Plr.IsSecondaryFiring)
            {
                Plr.IsSecondaryFiring = false;

                Items.Instance CurrentItem = Plr.Inventory[Plr.InventorySlot];
                if (CurrentItem != null && Items.IdInfos[CurrentItem.Id].CanAds)
                {
                    Plr.Ads = false;
                    if (Plr.FlySprintSens > 0)
                    {
                        FlySprint(Plr.FlySprintSens);
                    }
                }
            }
        }
            );
    }
コード例 #20
0
 private void ProcessInteraction(float delta)
 {
     if (_raycast.GetCollider() is InteractiveItem collider)
     {
         if (Input.IsActionJustPressed("interract"))
         {
             collider.Interact(this);
         }
         _interactIcon.Show();
     }
     else
     {
         _interactIcon.Hide();
     }
 }
コード例 #21
0
    private void Fire()
    {
        GD.Print("Fired Weapon");
        shootCD.Start();
        current_ammo -= 1;

        if (raycast.IsColliding())
        {
            Godot.Object collider = raycast.GetCollider();
            if (collider is Node collider_node && collider_node.IsInGroup("targets"))
            {
                GD.Print(String.Format("Killed {0}", collider_node.Name));
                collider_node.QueueFree();
            }
        }
    }
コード例 #22
0
ファイル: Player.cs プロジェクト: Stenodyon/SkyOfSteel
    public void SecondaryFire(float Sens)
    {
        if (Sens > 0 && !IsSecondaryFiring)
        {
            IsSecondaryFiring = true;

            Items.Instance CurrentItem = Inventory[InventorySlot];

            if (CurrentItem == null || !Items.IdInfos[CurrentItem.Id].CanAds)
            {
                if (CurrentCooldown >= CurrentMaxCooldown)
                {
                    RayCast BuildRayCast = GetNode("SteelCamera/RayCast") as RayCast;
                    if (BuildRayCast.IsColliding())
                    {
                        Tile Hit = BuildRayCast.GetCollider() as Tile;
                        if (Hit != null && Game.Mode.ShouldRemoveTile(Hit.Type, Hit.Translation, Hit.RotationDegrees, Hit.OwnerId))
                        {
                            Hit.NetRemove();
                            SetCooldown(0, BuildingCooldown, true);
                        }
                    }
                }
            }

            else if (CurrentItem != null && Items.IdInfos[CurrentItem.Id].CanAds)
            {
                Ads         = true;
                IsSprinting = false;
            }
        }

        if (Sens <= 0 && IsSecondaryFiring)
        {
            IsSecondaryFiring = false;

            Items.Instance CurrentItem = Inventory[InventorySlot];
            if (CurrentItem != null && Items.IdInfos[CurrentItem.Id].CanAds)
            {
                Ads = false;
                if (SprintSens > 0)
                {
                    Sprint(SprintSens);
                }
            }
        }
    }
コード例 #23
0
    public void dispara()
    {
        try {
            Jugador jugador = (Jugador)GetNode("Jugador");

            // efecto del disparo
            jugador.disparaArma();

            Spatial Cabeza    = (Spatial)jugador.GetNode("Cabeza");
            Camera  objcamera = (Camera)Cabeza.GetNode("Camera");
            RayCast ray       = (RayCast)objcamera.GetNode("RayCast");

            if (ray.Enabled && ray.IsColliding())
            {
                Godot.Object objetivo = (Godot.Object)ray.GetCollider();

                Vector3 vectorimpacto = ray.GetCollisionPoint();

                // si el impacto lo recibe un objeto preparado para recibir balas
                if (objetivo.HasMethod("recibeBala"))
                {
                    // calculamos la direccion del impacto
                    Vector3 inicio    = ray.Translation;
                    Vector3 vectordir = vectorimpacto - inicio;

                    objetivo.Call("recibeBala", vectordir);
                }

                // pintamos el impacto de la bala

                // debug con cajas en vez de impacto

                poneCajaEscenario(vectorimpacto);

                /*
                 * PackedScene objeto = (PackedScene)ResourceLoader.Load("res://objetos/mini/ImpactoBalaPared.tscn");
                 * //  objetos.mini.ImpactoBalaPared efecto = (objetos.mini.ImpactoBalaPared)objeto.Instance();
                 * ImpactoBalaPared efecto = (ImpactoBalaPared)objeto.Instance();
                 * AddChild(efecto);
                 * efecto.haceEfecto(vectorimpacto);
                 */
            }
        }
        catch (Exception ex) {
        }
    }
コード例 #24
0
        private void FireBullet()
        {
            if (UseRaycast)
            {
                _nodeRayCast.LookAt(_currentTarget.GlobalTransform.origin
                                    + new Vector3(0, PlayerHeight, 0), new Vector3(0, 1, 0));
                _nodeRayCast.ForceRaycastUpdate();
                if (_nodeRayCast.IsColliding())
                {
                    var body = _nodeRayCast.GetCollider();
                    if (body.HasMethod("BulletHit"))
                    {
                        body.Call("BulletHit", TurretDamageRaycast, _nodeRayCast.GetCollisionPoint());
                    }
                }
            }
            else
            {
                var clone     = _bulletScene.Instance <Bullet>();
                var sceneRoot = GetTree().Root.GetChildren()[0] as Node;
                if (sceneRoot == null)
                {
                    return;
                }
                sceneRoot.AddChild(clone);
                clone.GlobalTransform = GetNode <Spatial>("Head/Barrel_End").GlobalTransform;
                clone.Scale           = new Vector3(8, 8, 8);
                clone.BulletDamage    = TurretDamageBullet;
                clone.BulletSpeed     = 60;
            }

            GetNode <Globals>("/root/Globals").PlaySound("Pistol_shot", false, GlobalTransform.origin);
            _ammoInTurret -= 1;

            _nodeFlashOne.Visible = true;
            _nodeFlashTwo.Visible = true;

            _flashTimer = FlashTime;
            _fireTimer  = FireTime;

            if (_ammoInTurret <= 0)
            {
                _ammoReloadTimer = AmmoReloadTime;
            }
        }
コード例 #25
0
ファイル: Turret.cs プロジェクト: LeonWilzer/Godot-Test-FPS
    public void FireBullet()
    {
        if (_useRaycast)
        {
            _nodeRaycast.LookAt(_currentKinematic.GlobalTransform.origin + new Vector3(0, _playerHeight, 0), new Vector3(0, 1, 0));

            _nodeRaycast.ForceRaycastUpdate();

            if (_nodeRaycast.IsColliding())
            {
                Godot.Object _body = _nodeRaycast.GetCollider();
                if (_body.HasMethod("BulletHit"))
                {
                    _callback = GD.FuncRef(_body, "BulletHit");
                    _callback.CallFunc(_TurretDamageRaycast, _nodeRaycast.GetCollisionPoint());
                }
                _ammoInTurret--;
            }
        }
        else
        {
            StandardBullet _clone     = (StandardBullet)_bulletScene.Instance();
            Node           _sceneRoot = GetTree().Root.GetChild(0);
            _sceneRoot.AddChild(_clone);

            _clone.GlobalTransform = GetNode <Spatial>("Head/Barrel_End").GlobalTransform;
            _clone.Scale           = new Vector3(10, 10, 5);
            _clone.BulletDamage    = _TurretDamageBullet;
            _clone.BulletSpeed     = 5;
            _clone.Gravity         = -0.1f;

            _ammoInTurret--;
        }

        _nodeFlashOne.Visible = true;
        _nodeFlashTwo.Visible = true;

        _flashTimer = _flashTime;
        _fireTimer  = _fireTime;

        if (_ammoInTurret <= 0)
        {
            _ammoReloadTimer = _ammoReloadTime;
        }
    }
コード例 #26
0
ファイル: Player.cs プロジェクト: Azivast/Roentgen
    private void Interact()
    {
        var collider = raycast.GetCollider();

        interactLabel.Visible = false;

        if (collider != null)
        {
            if (collider.HasMethod("Interact"))
            {
                interactLabel.Visible = true;
                if (Input.IsActionJustPressed("Interact"))
                {
                    collider.Call("Interact");
                }
            }
        }
    }
コード例 #27
0
    private void FireBullet()
    {
        if (UseRaycast == true)
        {
            _nodeRaycast.LookAt(_currentTarget.GlobalTransform.origin + new Vector3(0, PLAYER_HEIGHT, 0), Vector3.Up);
            _nodeRaycast.ForceRaycastUpdate();

            if (_nodeRaycast.IsColliding())
            {
                var body = _nodeRaycast.GetCollider();
                if (body.HasMethod("BulletHit"))
                {
                    (body as Player).BulletHit(TURRET_DAMAGE_RAYCAST, _nodeRaycast.GetCollisionPoint());
                }

                _ammoInTurret -= 1;
            }
        }
        else
        {
            var clone     = _bulletScene.Instance() as BulletScript;
            var sceneRoot = GetTree().Root.GetChildren()[0] as Spatial;
            sceneRoot.AddChild(clone);

            clone.GlobalTransform = GetNode <Spatial>("Head/Barrel_End").GlobalTransform;
            clone.Scale           = new Vector3(8, 8, 8);
            clone.BULLET_DAMAGE   = TURRET_DAMAGE_BULLET;
            clone.BULLET_SPEED    = 60;

            _ammoInTurret -= 1;
        }

        _nodeFlashOne.Visible = true;
        _nodeFlashTwo.Visible = true;

        _flashTimer = FLASH_TIME;
        _fireTimer  = FIRE_TIME;

        if (_ammoInTurret <= 0)
        {
            _ammoReloadTimer = AMMO_RELOAD_TIME;
        }
    }
コード例 #28
0
    public void PrimaryFire(float Sens)
    {
        if (Sens > 0 && !IsPrimaryFiring && CurrentCooldown >= CurrentMaxCooldown)
        {
            IsPrimaryFiring = true;

            if (Inventory[InventorySlot] != null)
            {
                if (Items.IdInfos[Inventory[InventorySlot].Id].PositionDelegate != null)
                {
                    RayCast BuildRayCast = GetNode("SteelCamera/RayCast") as RayCast;
                    if (BuildRayCast.IsColliding())
                    {
                        Tile Base = BuildRayCast.GetCollider() as Tile;
                        if (Base != null && GhostInstance.CanBuild)
                        {
                            Vector3?PlacePosition = Items.TryCalculateBuildPosition(GhostInstance.CurrentMeshType, Base, RotationDegrees.y, BuildRotation, BuildRayCast.GetCollisionPoint());
                            if (PlacePosition != null &&
                                Game.Mode.ShouldPlaceTile(GhostInstance.CurrentMeshType,
                                                          PlacePosition.Value,
                                                          Items.CalculateBuildRotation(GhostInstance.CurrentMeshType,
                                                                                       Base, RotationDegrees.y, BuildRotation,
                                                                                       BuildRayCast.GetCollisionPoint())))
                            {
                                World.PlaceOn(GhostInstance.CurrentMeshType, Base, RotationDegrees.y, BuildRotation, BuildRayCast.GetCollisionPoint(), 1);                                 //ID 1 for now so all client own all non-default structures
                                SetCooldown(0, BuildingCooldown, true);
                            }
                        }
                    }
                }

                if (Items.IdInfos[Inventory[InventorySlot].Id].UseDelegate != null)
                {
                    Items.UseItem(Inventory[InventorySlot], this);
                }
            }
        }

        if (Sens <= 0 && IsPrimaryFiring)
        {
            IsPrimaryFiring = false;
        }
    }
コード例 #29
0
ファイル: Rifle.cs プロジェクト: LeonWilzer/Godot-Test-FPS
    public override void FireWeapon()
    {
        RayCast Ray = GetNode <RayCast>("Ray_Cast");

        Ray.ForceRaycastUpdate();
        AmmoInWeapon--;

        if (Ray.IsColliding())
        {
            var _body = Ray.GetCollider();

            if (_body != Playernode && _body.HasMethod("BulletHit"))
            {
                _callback = GD.FuncRef(_body, "BulletHit");
                _callback.CallFunc(damage, GlobalTransform);
            }
        }

        Playernode.CreateSound(gunFireSound);
    }
コード例 #30
0
    void CheckFiring()
    {
        if (!IsFiring || IsReloading || CurAmmo <= 0 || NextThink > 0.0)
        {
            return;
        }

        Vector3 from = CameraNode.GlobalTransform.origin;
        Vector3 to   = from + ((-CameraNode.GlobalTransform.basis[2]).normalized() * 100.0f);

        ViewModel.SetWpnAnimation("shoot", true);
        CurAmmo   = Mathf.min(Mathf.max(CurAmmo - 1, 0), MaxAmmo);
        NextThink = 1.0f / 10.0f;

        if (FiringRaycast.IsColliding())
        {
            Godot.Object collider = FiringRaycast.GetCollider();
            GD.print("Collider: ", collider.GetClass());
        }
    }