A Third-Person-Shooter Godot game.
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extends CanvasLayer
# See https://travismaynard.com/writing/caching-particle-materials-in-godot
# Predicted to not be needed in Godot 4.0 with Vulkan
var materials = [
preload("res://effects_shared/bullet/effect/BlastMaterial.tres"),
preload("res://effects_shared/bullet/effect/BlastSparksParticles.tres"),
preload("res://effects_shared/bullet/effect/InnerBlastLightParticle.tres"),
preload("res://effects_shared/bullet/effect/LightParticle.tres"),
preload("res://effects_shared/bullet/effect/light_rays_material.tres"),
preload("res://effects_shared/bullet/effect/MainBodyParticle.tres"),
preload("res://effects_shared/bullet/effect/SmokeOverrideMaterial.tres"),
preload("res://effects_shared/bullet/effect/SmokeParticles.tres"),
preload("res://effects_shared/bullet/effect/TrailParticle.tres"),
#preload(),
]
func _ready():
for material in materials:
var particles_instance = Particles.new()
particles_instance.set_process_material(material)
particles_instance.set_one_shot(true)
particles_instance.set_emitting(true)
self.add_child(particles_instance)