extends CanvasLayer class_name GravityGunLayer @onready var gravity_particles: GPUParticles3D = $SubViewportContainer/SubViewport/Node3D/Camera3D/MeshInstance3D/GravityParticles @export var player: Player var collider: RigidBody3D @export_range(1.5,10) var spring_length_cap: float = 10 func _on_visibility_changed() -> void: set_physics_process(visible) # Deaktiviert die Schleife unten wenn die Gun unsichtbar ist. func _ready() -> void: # Führt sie auch am Anfang aus wenn sich die visibility noch nicht geändert hat _on_visibility_changed() func _physics_process(_delta): if Input.mouse_mode == Input.MOUSE_MODE_CAPTURED && player.spring_arm.get_hit_length() > 1.5 && Input.is_action_pressed("gravity_activate"): gravity_particles.visible = true if collider: collider.global_position = player.goal.global_position if Input.is_action_just_pressed("gravity_freeze"): collider.freeze = true elif player.raycast.get_collider() is RigidBody3D: collider = player.raycast.get_collider() collider.freeze = false lock_vertical_rotation(collider,true) if Input.is_action_pressed("gravity_push") || Input.is_action_just_pressed("gravity_push"): player.spring_arm.spring_length += .5 if Input.is_action_pressed("gravity_pull") || Input.is_action_just_pressed("gravity_pull"): player.spring_arm.spring_length -= .5 player.spring_arm.spring_length = clamp(player.spring_arm.spring_length,2,spring_length_cap) else: gravity_particles.visible = false if collider: lock_vertical_rotation(collider,false) collider = null func lock_vertical_rotation(body: RigidBody3D, locked: bool): if locked: var rot = body.rotation body.rotation = Vector3(0,rot.y,0) body.axis_lock_linear_x = locked body.axis_lock_linear_z = locked body.axis_lock_angular_x = locked body.axis_lock_angular_z = locked