mags are now ejected with the calculated av/lv of the animation
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@@ -470,7 +470,7 @@ tracks/1/keys = {
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"times": PackedFloat32Array(0, 0.3, 0.87, 0.93, 1.22, 1.6),
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"transitions": PackedFloat32Array(1, 1, 1, 1, 1, 1),
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"update": 0,
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"values": [Vector3(0, -1.5708, 0), Vector3(-0.232886, -1.07885, -0.764517), Vector3(-0.629713, -1.24344, 0.0923291), Vector3(-0.492603, -1.40009, 0.121521), Vector3(-0.372059, -1.53262, 0.126735), Vector3(0, -1.5708, 0)]
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"values": [Vector3(0, -1.5708, 0), Vector3(-0.232129, -1.07861, -2.11708), Vector3(-0.629713, -1.24344, 0.0923291), Vector3(-0.492603, -1.40009, 0.121521), Vector3(-0.372059, -1.53262, 0.126735), Vector3(0, -1.5708, 0)]
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}
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tracks/2/type = "value"
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tracks/2/imported = false
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@@ -539,13 +539,19 @@ tracks/7/path = NodePath(".")
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tracks/7/interp = 1
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tracks/7/loop_wrap = true
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tracks/7/keys = {
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"times": PackedFloat32Array(0.28, 0.95),
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"transitions": PackedFloat32Array(1, 1),
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"times": PackedFloat32Array(0, 0.28, 0.2801, 0.95),
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"transitions": PackedFloat32Array(1, 1, 1, 1),
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"values": [{
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"args": [],
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"method": &"mark_anim_rot"
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}, {
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"args": [],
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"method": &"spawn_mag"
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}, {
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"args": [],
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"method": &"mark_anim_rot"
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}, {
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"args": [],
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"method": &"reload_finished"
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}]
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}
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@@ -729,10 +735,11 @@ _data = {
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&"swap_out": SubResource("Animation_i5303")
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}
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[node name="mac10" type="Node3D" node_paths=PackedStringArray("anim_player", "barrel_ray", "casing_ejector", "mag_ejector", "audio_fire", "audio_empty", "audio_reload")]
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[node name="mac10" type="Node3D" node_paths=PackedStringArray("anim_player", "anim_rot_body", "barrel_ray", "casing_ejector", "mag_ejector", "audio_fire", "audio_empty", "audio_reload")]
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script = ExtResource("2_rdhyh")
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weapon_info = ExtResource("3_h7i0a")
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anim_player = NodePath("GunAnims")
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anim_rot_body = NodePath("mac10")
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barrel_ray = NodePath("mac10/RayCastBarrel")
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casing_ejector = NodePath("mac10/RayCastCasing")
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mag_ejector = NodePath("mac10/RayCastMag")
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@@ -55,10 +55,8 @@ size = Vector3(0.152, 0.867395, 0.075)
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[node name="Mag1" type="RigidBody3D" groups=["spawned"]]
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collision_layer = 32
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collision_mask = 105
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mass = 2.0
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mass = 10.0
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continuous_cd = true
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linear_damp = 0.5
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angular_damp = 0.5
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script = ExtResource("1_rutbo")
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[node name="mag" type="MeshInstance3D" parent="."]
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@@ -3,6 +3,7 @@ class_name weapon
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@export var weapon_info : weapon_resource
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@export var anim_player : AnimationPlayer
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@export var anim_rot_body : Node3D
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@export var barrel_ray : RayCast3D
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@export var casing_ejector : RayCast3D
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@export var mag_ejector : RayCast3D
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@@ -23,6 +24,9 @@ class_name weapon
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@onready var player = get_tree().current_scene.player
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#calculate spawn angular and linear velocity
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var spawn_av_lv = []
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# Revolver vars
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var revolver_chamber_rot_amt = 0
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var casings_chamber_last
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@@ -158,9 +162,12 @@ func reload():
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func spawn_mag():
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var instance_mag = weapon_info.mag.instantiate()
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var anim_velocity = solve_anim_av_lv()
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instance_mag.position = mag_ejector.global_position
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instance_mag.transform.basis = mag_ejector.global_transform.basis
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instance_mag.linear_velocity += transform.basis * Vector3(0, -20, 0) + player.velocity
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instance_mag.linear_velocity += transform.basis * anim_velocity["lv"] * 5
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instance_mag.angular_velocity += transform.basis * anim_velocity["av"]
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get_tree().get_root().add_child(instance_mag)
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func spawn_casing():
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@@ -293,6 +300,33 @@ func bullet_fire():
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SignalBus.emit_signal("shot_fired")
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func mark_anim_rot():
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if anim_rot_body != null:
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if spawn_av_lv.size() < 2:
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var time = anim_player.current_animation_position
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var rot = anim_rot_body.rotation
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var pos = anim_rot_body.position
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print("MARK STATS : ",{"time" : time,"rot" : rot,"pos" : pos})
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spawn_av_lv.append({"time" : time,"rot" : rot,"pos" : pos})
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func solve_anim_av_lv():
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if spawn_av_lv.size() >= 2:
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print("SPAWN_AV_LV : ",spawn_av_lv)
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var start = spawn_av_lv[0]
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var end = spawn_av_lv[1]
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var calculated_av = (end["rot"] - start["rot"]) / (end["time"] - start["time"])
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var calculated_lv = (end["pos"] - start["pos"]) / (end["time"] - start["time"])
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#clear array
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#spawn_av_lv = []
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print("CALCULATED AV: ",calculated_av, " - CALCULATED LV",calculated_lv)
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return {"av" : calculated_av,"lv" : calculated_lv}
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else:
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return {"av" : Vector3.ZERO,"lv" : Vector3.ZERO}
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func can_fire():
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if anim_player.is_playing() and anim_player.current_animation == "reload":
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return false
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