made tracker gun
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190
scripts/trackerGun.gd
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190
scripts/trackerGun.gd
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extends Node3D
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@export_group("Gun Feel")
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@export var gun_name : String
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@export_enum("Auto", "Single", "Burst") var fire_mode: int
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@export var hitscan_enabled : bool = false
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@export var fov_zoom_amt = .98
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@export var recoil_amount : Vector3 = Vector3(.2,.05,.05)
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@export var kick_amount : float = .1
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@export var max_ammo = 15
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@export var start_mags = 3
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@export var bullet_damage = 1
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@export var bullet_force_mod = 5.0
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@export var bullet_speed = 150
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@export var bullet_drop = .3
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@export var random_spread_amt = 1.0
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@export var fire_pitch_scale_amt = .2
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@export_group("Gun Assets")
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@export_subgroup("Main Assets")
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@export var tracker_indicator : Node
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@export var flare_light : Node
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@export var bullet : Resource
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@export var bullet_fake : Resource
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@export var bullethole : Resource
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@export var casing : Resource
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@export var mag : Resource
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@export_subgroup("Raycast Nodes")
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@export var anim_player : Node
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@export var barrel_raycast : Node
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@export var casing_ejector : Node
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@export var mag_ejector : Node
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@export_subgroup("Audio Clips")
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@export var audio_fire : Node
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@export var audio_empty : Node
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@export var audio_reload : Node
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@onready var player = get_tree().current_scene.player
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@onready var level_control = get_tree().current_scene
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@onready var ammo_current
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@onready var tracker_marker = load("res://assets/shoot_marker.tscn")
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@onready var tracker_indicator_material = tracker_indicator.get_surface_override_material(0)
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var tracker : Node
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var start_position
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var start_rotation
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var random_spread_start
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var cycle_count_start
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var cycle_count
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var rng = RandomNumberGenerator.new()
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var gun_index
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#var ammo_current
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var ammo_reserve
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const tracker_null_color = Color(0.743, 0.359, 0)
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const tracker_assigned_color = Color(0, 0.853, 0)
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# Called when the node enters the scene tree for the first time.
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func _ready():
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random_spread_start = random_spread_amt
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ammo_current = level_control.ammo_current[gun_index]
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ammo_reserve = level_control.ammo_reserve[gun_index]
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if fire_mode == 0:
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cycle_count = 1
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cycle_count_start = 1
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elif fire_mode == 1:
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cycle_count = 1
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cycle_count_start = 1
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elif fire_mode == 2:
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cycle_count = 3
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cycle_count_start = 3
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(_delta):
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if tracker != null:
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tracker_indicator_material.emission = tracker_assigned_color
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else:
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tracker_indicator_material.emission = tracker_null_color
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func reload_finished():
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if level_control.ammo_reserve[gun_index] >= max_ammo:
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level_control.ammo_current[gun_index] += max_ammo
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level_control.ammo_reserve[gun_index] -= max_ammo
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else:
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level_control.ammo_current[gun_index] += level_control.ammo_reserve[gun_index]
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level_control.ammo_reserve[gun_index] -= level_control.ammo_reserve[gun_index]
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func shoot(delta):
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if !anim_player.is_playing():
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if tracker == null and Input.is_action_just_pressed("shoot"):
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fire_tracker()
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else:
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fire()
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func fire():
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if level_control.ammo_current[gun_index] > 0 and cycle_count > 0:
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if !anim_player.is_playing():
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level_control.ammo_current[gun_index] -= 1
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#audio and anims
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audio_fire.pitch_scale = 1 + rng.randf_range(-fire_pitch_scale_amt,fire_pitch_scale_amt)
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audio_fire.play()
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anim_player.play("shoot")
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bullet_fire()
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spawn_casing()
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player.recoil.add_recoil(Vector3(0,recoil_amount.y,recoil_amount.z),10,10)
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player.recoil.add_gun_recoil(recoil_amount.x)
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#player.velocity += player.bullet_ray.global_basis * Vector3(0,0, kick_amount)
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if fire_mode != 0:
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cycle_count -= 1
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elif !anim_player.is_playing() and cycle_count != 0:
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anim_player.play("empty")
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audio_empty.play()
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func fire_tracker():
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anim_player.play("fire_tracker")
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var instance_tracker = tracker_marker.instantiate()
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if player.bullet_ray.is_colliding():
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var spawn_loc = player.bullet_ray.get_collision_point()
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var spawn_parent = player.bullet_ray.get_collider()
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if spawn_parent != null:
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spawn_parent.add_child(instance_tracker)
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instance_tracker.global_transform.origin = spawn_loc
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tracker = instance_tracker
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func remove_tracker():
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if tracker != null:
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tracker.remove()
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func reload():
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if tracker != null:
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remove_tracker()
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else:
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if level_control.ammo_current[gun_index] < max_ammo and player.gun.anim_player.get_current_animation() != "reload" and level_control.ammo_reserve[gun_index] > 0:
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anim_player.play("reload")
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audio_reload.play()
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remove_tracker()
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if anim_player.is_playing() and anim_player.current_animation == "reload":
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if level_control.ammo_current[gun_index] == 0:
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level_control.ammo_current[gun_index] = 0
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else:
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level_control.ammo_current[gun_index] = 1
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func spawn_mag():
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var instance_mag = mag.instantiate()
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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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get_tree().get_root().add_child(instance_mag)
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func spawn_casing():
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# Casing transform
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var instance_casing = casing.instantiate()
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instance_casing.position = casing_ejector.global_position
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instance_casing.transform.basis = casing_ejector.global_transform.basis
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instance_casing.player_velocity = player.velocity * transform.basis
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get_tree().get_root().add_child(instance_casing)
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func bullet_fire():
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var instance_bullet
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if hitscan_enabled:
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instance_bullet = bullet_fake.instantiate()
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else:
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instance_bullet = bullet.instantiate()
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instance_bullet.position = barrel_raycast.global_position
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#shoot bullet from real gun if gun is folded up
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if player.gun_folded == false:
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instance_bullet.transform.basis = barrel_raycast.global_transform.basis
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else:
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instance_bullet.transform.basis = barrel_raycast.global_transform.basis
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instance_bullet.bullet_speed = bullet_speed
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instance_bullet.player_velocity = player.velocity * transform.basis
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instance_bullet.bullet_drop = bullet_drop
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instance_bullet.random_spread_amt = random_spread_amt
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instance_bullet.bullet_damage = bullet_damage
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instance_bullet.bullet_force_mod = bullet_force_mod
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instance_bullet.bullet_target = tracker
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instance_bullet.instance_bullethole = bullethole.instantiate()
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instance_bullet.player_position = player.global_position
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get_tree().current_scene.add_child(instance_bullet)
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func swapped_out():
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queue_free()
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