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extends Node3D
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class_name Bullet
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const MAX_LIFETIME = 3.
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var damage : float = 10.
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var speed : float = 150.
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var lifetime : float = 0.
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@onready var raycast : RayCast3D = %RayCast3D
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func _process(delta):
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lifetime += delta
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position += transform.basis * Vector3(0,0,-speed) * delta
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if raycast.is_colliding():
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if raycast.get_collider() is Alien:
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raycast.get_collider().hit(damage)
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queue_free()
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if raycast.get_collider() is StaticBody3D:
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queue_free()
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if lifetime > MAX_LIFETIME:
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queue_free()
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@@ -0,0 +1 @@
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uid://es5nf3pho7t1
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@@ -0,0 +1,28 @@
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[gd_scene format=3 uid="uid://da2dnjy802y1l"]
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[ext_resource type="Script" uid="uid://es5nf3pho7t1" path="res://entities/mecha/weapons/gatling/bullet/bullet.gd" id="1_s22gb"]
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[sub_resource type="CapsuleMesh" id="CapsuleMesh_yf5fn"]
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radius = 0.328125
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height = 2.694336
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radial_segments = 4
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rings = 1
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_57qmd"]
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shading_mode = 0
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albedo_color = Color(0.99215686, 0.9372549, 0.56078434, 1)
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disable_receive_shadows = true
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[node name="Bullet" type="Node3D" unique_id=226363088]
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script = ExtResource("1_s22gb")
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[node name="MeshInstance3D" type="MeshInstance3D" parent="." unique_id=564603597]
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transform = Transform3D(1, 0, 0, 0, -4.371139e-08, -1, 0, 1, -4.371139e-08, 0, 0, 0)
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mesh = SubResource("CapsuleMesh_yf5fn")
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surface_material_override/0 = SubResource("StandardMaterial3D_57qmd")
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[node name="RayCast3D" type="RayCast3D" parent="." unique_id=888262706]
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unique_name_in_owner = true
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transform = Transform3D(1, 0, 0, 0, -4.371139e-08, 1, 0, -1, -4.371139e-08, 0, 0, -1.3228955)
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target_position = Vector3(0, -3, 0)
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collide_with_areas = true
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@@ -0,0 +1,49 @@
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extends Weapon
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class_name Gatling
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const BULLET_SCENE : PackedScene = preload("res://entities/mecha/weapons/gatling/bullet/bullet.tscn")
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var max_bullet_rate : float = 100.
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var min_bullet_rate : float = 1.
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var bullet_dispersion : float = 0.03
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var bullet_rate := min_bullet_rate
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var bullet_acc = 0.1
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var bullet_decc = 1.
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var time_shooting = 0.
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func process_fire(delta : float, mecha : Mecha, shoot : bool) -> bool:
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if shoot:
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bullet_rate = lerp(
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bullet_rate,
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max_bullet_rate,
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min(bullet_acc * delta, 1)
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)
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else :
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bullet_rate = lerp(
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bullet_rate,
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min_bullet_rate,
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min(bullet_decc * delta, 1)
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)
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time_shooting += delta
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if shoot:
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for i in range(roundi(bullet_rate * time_shooting)):
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time_shooting -= 1/bullet_rate
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shoot_bullet(mecha)
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else :
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time_shooting = 0.
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return shoot
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func shoot_bullet(mecha : Mecha,):
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var new_bullet : Bullet = BULLET_SCENE.instantiate()
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new_bullet.rotation.y = mecha.get_target_angle()
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new_bullet.position = mecha.get_projectile_spwan_point()
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mecha.add_recoil()
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add_child(new_bullet)
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new_bullet.rotation += Vector3(
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randf_range(-bullet_dispersion, bullet_dispersion),
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randf_range(-bullet_dispersion, bullet_dispersion),
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randf_range(-bullet_dispersion, bullet_dispersion)
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)
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@@ -0,0 +1 @@
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uid://7s4jtqkpp21e
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