Feat/5 adding settings fundamentals and ui improvements #9

Merged
Dotts merged 9 commits from feat/5-adding-settings-fundamentals-and-ui-improvements into main 2026-06-05 23:03:52 -07:00
4 changed files with 5 additions and 4 deletions
Showing only changes of commit 46cee744d1 - Show all commits
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@@ -146,7 +146,7 @@ func _shoot_hitscan() -> void:
if result.collider.has_method("take_damage"): if result.collider.has_method("take_damage"):
result.collider.take_damage(damage, result.position, player) result.collider.take_damage(damage, result.position, player)
else: elif result.collider is StaticBody3D or result.collider is CSGShape3D:
# Not a target, spawn a bullet hole # Not a target, spawn a bullet hole
ImpactSpawner.spawn(get_tree(), "bullet", result.position, result.normal, 0.1) ImpactSpawner.spawn(get_tree(), "bullet", result.position, result.normal, 0.1)
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@@ -198,7 +198,7 @@ func _shoot_hitscan() -> void:
if result.collider.has_method("take_damage"): if result.collider.has_method("take_damage"):
result.collider.take_damage(damage, result.position, player) result.collider.take_damage(damage, result.position, player)
else: elif result.collider is StaticBody3D or result.collider is CSGShape3D:
ImpactSpawner.spawn(get_tree(), "bullet", result.position, result.normal, 0.08) ImpactSpawner.spawn(get_tree(), "bullet", result.position, result.normal, 0.08)
# Spawn cosmetic tracer # Spawn cosmetic tracer
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@@ -133,6 +133,7 @@ func _setup_effects() -> void:
func _on_hit(result: Dictionary) -> void: func _on_hit(result: Dictionary) -> void:
if not result.collider.has_method("take_damage"): if not result.collider.has_method("take_damage"):
if result.collider is StaticBody3D or result.collider is CSGShape3D:
ImpactSpawner.spawn(get_tree(), "crater", result.position, result.normal, explosion_radius * 1.5) ImpactSpawner.spawn(get_tree(), "crater", result.position, result.normal, explosion_radius * 1.5)
_explode(result.position) _explode(result.position)
destroy() destroy()
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@@ -59,7 +59,7 @@ func _on_hit(result: Dictionary) -> void:
if result.collider.has_method("take_damage"): if result.collider.has_method("take_damage"):
result.collider.take_damage(final_damage, result.position, owner_player) result.collider.take_damage(final_damage, result.position, owner_player)
else: elif result.collider is StaticBody3D or result.collider is CSGShape3D:
var size = 0.4 if impact_type == "plasma" else 0.15 var size = 0.4 if impact_type == "plasma" else 0.15
ImpactSpawner.spawn(get_tree(), impact_type, result.position, result.normal, size) ImpactSpawner.spawn(get_tree(), impact_type, result.position, result.normal, size)