feat: implement plasma gun and rocket swarm mechanics along with various 3D asset imports
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+10
-46
@@ -14,52 +14,16 @@ func _init() -> void:
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spread_angle = 0.015
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func _build_model() -> void:
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# Position
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position = Vector3(0.3, -0.3, -0.6)
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# Receiver
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var receiver = MeshInstance3D.new()
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var rec_mesh = BoxMesh.new()
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rec_mesh.size = Vector3(0.06, 0.12, 0.3)
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var rec_mat = StandardMaterial3D.new()
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rec_mat.albedo_color = Color(0.2, 0.2, 0.2)
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rec_mesh.material = rec_mat
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receiver.mesh = rec_mesh
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receiver.position = Vector3(0, 0, 0.1)
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model_root.add_child(receiver)
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# Barrel
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var barrel = MeshInstance3D.new()
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var b_mesh = CylinderMesh.new()
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b_mesh.top_radius = 0.015
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b_mesh.bottom_radius = 0.015
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b_mesh.height = 0.45
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b_mesh.material = rec_mat
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barrel.mesh = b_mesh
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barrel.rotation.x = deg_to_rad(90)
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barrel.position = Vector3(0, 0.03, -0.2)
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model_root.add_child(barrel)
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# Wood Handguard
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var guard = MeshInstance3D.new()
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var g_mesh = BoxMesh.new()
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g_mesh.size = Vector3(0.08, 0.08, 0.2)
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var wood_mat = StandardMaterial3D.new()
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wood_mat.albedo_color = Color(0.5, 0.25, 0.1)
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g_mesh.material = wood_mat
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guard.mesh = g_mesh
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guard.position = Vector3(0, 0, -0.1)
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model_root.add_child(guard)
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# Wood Stock
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var stock = MeshInstance3D.new()
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var s_mesh = BoxMesh.new()
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s_mesh.size = Vector3(0.06, 0.1, 0.25)
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s_mesh.material = wood_mat
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stock.mesh = s_mesh
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stock.position = Vector3(0, -0.02, 0.35)
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model_root.add_child(stock)
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position = Vector3(0.3, -0.3, -0.590)
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var model_scene = load("res://assets/weapons/ak47/source/scene.gltf")
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if model_scene:
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var model = model_scene.instantiate()
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model_root.add_child(model)
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model.scale = Vector3(0.00125, 0.00125, 0.00125)
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model.rotation_degrees.y = 90
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for light in model.find_children("*", "Light3D", true, false):
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light.queue_free()
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# Muzzle Flash
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muzzle_flash = OmniLight3D.new()
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muzzle_flash.light_color = Color(1.0, 0.7, 0.2)
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