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✨ First-pass player animations: idle, shooting
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parent
ae32f6095a
commit
53363e0384
5 changed files with 122 additions and 7 deletions
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@ -13,8 +13,11 @@ var weapon_state : WeaponState = WeaponState.WEAPON_READY
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const inheritance : float = .5 # ratio
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const reload_time : float = 1. # seconds
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func can_fire():
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return weapon_state == WeaponState.WEAPON_READY
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func fire_primary():
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if weapon_state != WeaponState.WEAPON_READY:
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if not can_fire():
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return
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var projectile = PROJECTILE.instantiate()
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@ -60,10 +60,10 @@ shadow_mesh = SubResource("ArrayMesh_2hpnh")
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script = ExtResource("1_6sm4s")
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[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
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transform = Transform3D(0.1, 0, 0, 0, 0.1, 0, 0, 0, 0.1, 0.1, -0.078, 0.2)
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transform = Transform3D(0.15, 0, 0, 0, 0.15, 0, 0, 0, 0.15, 0.15, -0.1, 0.3)
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layers = 1048575
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mesh = SubResource("ArrayMesh_hudfn")
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skeleton = NodePath("")
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[node name="Nozzle" type="Node3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0.315549)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0.540839)
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