extends VehicleBody3D # Member variables var shotscene = preload("res://assets/scenes/round_autocannon.tscn") @export var _steer_speed = 2.5 @export var _steer_limit = .8 @export var _engine_force = 1000.0 var steer_angle = 0 var steer_target = 0 var view_sensitivity = 0.1; func _process(delta): steering = move_toward(steering, Input.get_axis("vehicle_right", "vehicle_left") * _steer_limit, delta * _steer_speed) engine_force = Input.get_axis("vehicle_decel", "vehicle_accel") * _engine_force func _ready(): Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED); func _input(ie): if ie is InputEventMouseMotion: var plus_pitch = view_sensitivity * -ie.relative.y var plus_yaw = fmod(view_sensitivity * -ie.relative.x,360) var can_rot = $turret/cannon.get_rotation() #print(plus_pitch) can_rot.x -= deg_to_rad(plus_pitch) var can_elev = rad_to_deg(can_rot.x) #print(can_elev) if can_elev < 7 and can_elev > -30: $turret/cannon.set_rotation(can_rot) #print(cannon.get_global_transform().get_rotation()) $turret.rotate(Vector3(0,1,0), deg_to_rad(plus_yaw)) elif ie is InputEventMouseButton: if ie.button_index == MOUSE_BUTTON_LEFT and ie.is_pressed(): var shot = shotscene.instantiate() shot.init_round($turret/cannon/muzzle, $turret/cannon/aimpoint.global_position - $turret/cannon/muzzle.global_position) get_tree().root.add_child(shot) # #shot.position = $turret/cannon/RayCast3D.global_position #shot.transform.basis = $turret/cannon/RayCast3D.global_transform.basis #print($turret/cannon/RayCast3D.target_position) #shot.set_linear_velocity($turret/cannon/RayCast3D.position.normalized() * 100.0) #shot.set_linear_velocity(shot.get_rotation().normalized() * 10) #shot.connect("body_enter", self, "shot_hit") func shot_hit(obj): print ("Own shot hit obj: " + obj.get_name())