feat: implement plasma gun and rocket swarm mechanics along with various 3D asset imports

This commit is contained in:
DottsGit
2026-06-07 18:23:47 -04:00
parent c9f082ebba
commit 4bb867a6f2
50 changed files with 5372 additions and 437 deletions
+10 -46
View File
@@ -14,52 +14,16 @@ func _init() -> void:
spread_angle = 0.025
func _build_model() -> void:
position = Vector3(0.25, -0.25, -0.5)
var black_mat = StandardMaterial3D.new()
black_mat.albedo_color = Color(0.05, 0.05, 0.05)
# Receiver
var receiver = MeshInstance3D.new()
var rec_mesh = BoxMesh.new()
rec_mesh.size = Vector3(0.04, 0.1, 0.2)
rec_mesh.material = black_mat
receiver.mesh = rec_mesh
receiver.position = Vector3(0, 0, 0)
model_root.add_child(receiver)
# Grip
var grip = MeshInstance3D.new()
var g_mesh = BoxMesh.new()
g_mesh.size = Vector3(0.03, 0.12, 0.04)
g_mesh.material = black_mat
grip.mesh = g_mesh
grip.position = Vector3(0, -0.06, 0.08)
grip.rotation.x = deg_to_rad(10)
model_root.add_child(grip)
# Foregrip
var fgrip = MeshInstance3D.new()
var fg_mesh = BoxMesh.new()
fg_mesh.size = Vector3(0.03, 0.08, 0.03)
fg_mesh.material = black_mat
fgrip.mesh = fg_mesh
fgrip.position = Vector3(0, -0.05, -0.06)
fgrip.rotation.x = deg_to_rad(-10)
model_root.add_child(fgrip)
# Barrel
var barrel = MeshInstance3D.new()
var b_mesh = CylinderMesh.new()
b_mesh.top_radius = 0.008
b_mesh.bottom_radius = 0.008
b_mesh.height = 0.1
b_mesh.material = black_mat
barrel.mesh = b_mesh
barrel.rotation.x = deg_to_rad(90)
barrel.position = Vector3(0, 0.02, -0.15)
model_root.add_child(barrel)
position = Vector3(0.25, -0.25, -0.35)
var model_scene = load("res://assets/weapons/mp7/source/HK MP7.fbx")
if model_scene:
var model = model_scene.instantiate()
model_root.add_child(model)
model.scale = Vector3(0.08, 0.08, 0.08)
model.rotation_degrees.y = 90
for light in model.find_children("*", "Light3D", true, false):
light.queue_free()
# Muzzle Flash
muzzle_flash = OmniLight3D.new()
muzzle_flash.light_color = Color(1.0, 0.9, 0.5)