fixed weapon loss bug
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@@ -307,7 +307,7 @@ debug_color = Color(0, 0.6, 0.701961, 0.341176)
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[node name="HeadSystem" parent="." unique_id=1203743757 instance=ExtResource("11_rxwoh")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.6, 0)
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LookSensitivity = 0.16
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LookSensitivity = 0.5
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CameraInclineAcceleration = 20.0
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GroundedCameraIncline = 3.0
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SlidingJitterAmplitude = 0.2
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@@ -455,6 +455,8 @@ public partial class WeaponSystem : RigidBody3D, IForgeEntity
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public void PlantInEnemy(Node3D enemy)
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{
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// GetTree().GetRoot().RemoveChild(this);
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// enemy.AddChild(this);
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GetTree().GetRoot().CallDeferred(Node.MethodName.RemoveChild, this);
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enemy.CallDeferred(Node.MethodName.AddChild, this);
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@@ -484,8 +486,9 @@ public partial class WeaponSystem : RigidBody3D, IForgeEntity
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// WeaponLocationIndicatorMaterial.StencilColor = new Color(1f, 0.2f, 0.2f);
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if (PlantObject is Node3D node)
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PlantInEnemy(node);
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_weaponState.SendEvent("plant");
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_weaponState.CallDeferred(StateChart.MethodName.SendEvent, "plant");
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// _weaponState.SendEvent("plant");
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CallDeferred(Node3D.MethodName.SetGlobalPosition, PlantLocation);
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CallDeferred(Node3D.MethodName.LookAt, GlobalTransform.Origin + PlantNormal, Vector3.Up, true);
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