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author | Malfurious <m@lfurio.us> | 2022-09-12 01:57:57 -0400 |
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committer | Malfurious <m@lfurio.us> | 2022-09-12 01:57:57 -0400 |
commit | f44398ea774c171d9aa0f274f603101c7a1186b9 (patch) | |
tree | 4d585c65bda38f643d4a4924ea6757c478509936 /assets/characters/base_character | |
parent | 85cf10772c6bc1390e9dfb07dddd6e204b856340 (diff) | |
download | project-s-f44398ea774c171d9aa0f274f603101c7a1186b9.tar.gz project-s-f44398ea774c171d9aa0f274f603101c7a1186b9.zip |
Allow dynamic character material
This will enable selection between the friendly (default) and enemy
material to apply to any given player model for prototyping purposes.
Signed-off-by: Malfurious <m@lfurio.us>
Diffstat (limited to 'assets/characters/base_character')
-rw-r--r-- | assets/characters/base_character/BaseCharacter.gd | 7 |
1 files changed, 7 insertions, 0 deletions
diff --git a/assets/characters/base_character/BaseCharacter.gd b/assets/characters/base_character/BaseCharacter.gd index bcc0f26..5d1b013 100644 --- a/assets/characters/base_character/BaseCharacter.gd +++ b/assets/characters/base_character/BaseCharacter.gd @@ -1,10 +1,17 @@ extends KinematicBody +export var material : Material = null export var is_firing = false export var look_angle = 0 export var weapon_pitch = 0 export var weapon_pitch_bias = deg2rad(20) +func _ready(): + look_angle = rotation.y + if material != null: + $Body.set("material/0", material) + $GooGun.projectile_material = material + func _process(_delta): var effective_weapon_pitch = weapon_pitch - weapon_pitch_bias if is_firing else weapon_pitch effective_weapon_pitch = clamp(effective_weapon_pitch, deg2rad(-90), deg2rad(90)) |