feat: implement weapon system, loadout manager, and specialized projectile behaviors with associated assets
This commit is contained in:
@@ -0,0 +1,25 @@
|
||||
extends ExplosiveProjectile
|
||||
class_name HomingProjectile
|
||||
|
||||
var weapon_source: Node
|
||||
var turn_speed: float = 5.0
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
if is_instance_valid(weapon_source) and weapon_source.get("homing_target_pos") != null:
|
||||
var target: Vector3 = weapon_source.homing_target_pos
|
||||
if target != Vector3.ZERO:
|
||||
# Steer towards target
|
||||
var speed = velocity.length()
|
||||
var desired_dir = (target - global_position).normalized()
|
||||
var current_dir = velocity.normalized()
|
||||
|
||||
var new_dir = current_dir.lerp(desired_dir, turn_speed * delta).normalized()
|
||||
velocity = new_dir * speed
|
||||
|
||||
# Also rotate visually to match new direction
|
||||
var up_vec = Vector3.UP
|
||||
if abs(new_dir.dot(up_vec)) > 0.99:
|
||||
up_vec = Vector3.RIGHT
|
||||
transform.basis = Basis.looking_at(new_dir, up_vec)
|
||||
|
||||
super._physics_process(delta)
|
||||
Reference in New Issue
Block a user