feat: implement weapon system, loadout manager, and specialized projectile behaviors with associated assets

This commit is contained in:
DottsGit
2026-06-04 18:14:50 -04:00
parent c32f45a8aa
commit e6a2199777
36 changed files with 700 additions and 4 deletions
+25
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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)