extends Node var raycast_queue = [] var blood = preload("res://scenes/decals/blood.tscn") var blood_decal = preload("res://scenes/decals/blood1-decal.gltf") var rnd func _ready(): var root = get_parent() var queue = [root] var hurtboxes = [] while queue.size() > 0: var item = queue.pop_front() if item is Area && item.name.ends_with("_hurt"): hurtboxes.push_back(item) for e in item.get_children(): queue.push_back(e) root.set_meta("hurtboxes", hurtboxes) for e in hurtboxes: e.connect("area_entered", self, "area_hit", [e]) rnd = RandomNumberGenerator.new() rnd.randomize() func area_hit(area, e): if area.is_in_group("weapon_hit"): print("HIT") var bi = blood.instance() var d = area.global_transform.origin.linear_interpolate(e.global_transform.origin, 0.5) e.add_child(bi) bi.global_transform.origin = d bi.emitting = true var dcount = 2 + rnd.randi() % 5 var org = d raycast_queue.push_back(d) print(dcount) for rd in range(dcount): var offt = Vector3() while offt.length() < 0.05: offt += Vector3(rnd.randf() * 0.3, 0, rnd.randf() * 0.3) var xoff = offt.normalized() * 0.04 xoff.y = 0 offt.y = 0 org += xoff + offt raycast_queue.push_back(org) yield(get_tree().create_timer(8), "timeout") bi.queue_free() func _physics_process(delta): var root = get_parent() var space_state: PhysicsDirectSpaceState = root.get_world().direct_space_state var offsets = [Vector3(0, -2, 0)] var cam = get_viewport().get_camera() if !cam.has_meta("player"): return var player = cam.get_meta("player") while raycast_queue.size() > 0: var item = raycast_queue.pop_front() var a = item for boff in offsets: var b = a + boff var result = {} if root is PhysicsBody: result = space_state.intersect_ray(a, b, [root, player]) else: result = space_state.intersect_ray(a, b) if result.has("collider"): var body = result.collider var normal = result.normal var position = result.position var decal = blood_decal.instance() decal.add_to_group("blood") body.add_child(decal) decal.global_transform.origin = position var scale = 0.5 + rnd.randf() * 2.0 var rot = PI * 2.0 * rnd.randf() decal.global_transform.basis = Basis(normal).scaled(Vector3(scale, 1.0, scale)).rotated(normal, rot)