mostly finished revolver rig and script

This commit is contained in:
derek
2024-07-16 11:58:16 -05:00
parent 2b5e63a1ec
commit 3592386aac
13 changed files with 1304 additions and 82 deletions

View File

@@ -39,7 +39,7 @@ func _process(delta):
position += transform.basis * Vector3(0, 0, -bullet_speed) * delta
rotation.x = clamp(rotation.x - delta * bullet_drop,deg_to_rad(-90),deg_to_rad(90))
await get_tree().create_timer(.02).timeout
await get_tree().create_timer(.02 * Engine.time_scale * (150/bullet_speed)).timeout
visible = true

View File

@@ -9,6 +9,7 @@ var cycle_count
@export_group("Gun Feel")
@export var gun_name : String
@export_enum("Auto", "Single", "Burst") var fire_mode: int
@export var fov_zoom_amt = .98
@export var recoil_amount = .2
@export var max_ammo = 15
@export var start_mags = 3
@@ -111,7 +112,7 @@ func shoot(player,delta):
instance_casing.position = casing_ejector.global_position
instance_casing.transform.basis = casing_ejector.global_transform.basis
get_tree().get_root().add_child(instance_casing)
player.weapon_recoil(delta)
player.weapon_recoil()
if fire_mode != 0:
cycle_count -= 1

View File

@@ -137,9 +137,9 @@ func _physics_process(delta):
Engine.time_scale = lerp(0, 1, SLOWSPEED)
gun.random_spread_amt = 0
AudioServer.set_bus_effect_enabled(0,0,true)
camera.fov = lerp(camera.fov, camera.fov * .98, delta * 100)
camera.fov = lerp(camera.fov, camera.fov * gun.fov_zoom_amt, delta * 100)
if sensitivity_shift == true:
SENSITIVITY = lerp(SENSITIVITY, SENSITIVITY * .999, delta * 100)
SENSITIVITY = lerp(SENSITIVITY, SENSITIVITY * .998, delta * 100)
if remaining_stamina >0:
remaining_stamina -= 1000 * delta
else:
@@ -257,6 +257,7 @@ func weapon_bob(vel : float, delta):
weapon_holder.position.y = lerp(weapon_holder.position.y, def_weapon_holder_pos.y, .1 * delta)
weapon_holder.position.x = lerp(weapon_holder.position.x, def_weapon_holder_pos.x, .1 * delta)
func weapon_recoil(delta):
func weapon_recoil():
var recoil_to = camera.rotation.x + gun.recoil_amount
camera.rotation.x = clamp(lerp(camera.rotation.x,recoil_to, delta * 10), deg_to_rad(-90), deg_to_rad(60))
print(recoil_to)
camera.rotation.x = clamp(lerp(camera.rotation.x,recoil_to, .05), deg_to_rad(-90), deg_to_rad(60))

View File

@@ -9,6 +9,7 @@ var cycle_count
@export_group("Gun Feel")
@export var gun_name : String
@export_enum("Auto", "Single", "Burst") var fire_mode: int
@export var fov_zoom_amt = .98
@export var recoil_amount = .2
@export var max_ammo = 15
@export var start_mags = 3
@@ -23,7 +24,27 @@ var cycle_count
@export var chamber : Node
@export var bullet : Resource
@export var bullethole : Resource
@export var casing : Resource
@export var spawn_casing : Resource
@export_subgroup("Revolver/Casings")
@export var casing0 : Node
@export var casing1 : Node
@export var casing2 : Node
@export var casing3 : Node
@export var casing4 : Node
@export var casing5 : Node
@export var casing_spawn0 : Node
@export var casing_spawn1 : Node
@export var casing_spawn2 : Node
@export var casing_spawn3 : Node
@export var casing_spawn4 : Node
@export var casing_spawn5 : Node
@export_subgroup("Revolver/Bullets")
@export var bullet0 : Node
@export var bullet1 : Node
@export var bullet2 : Node
@export var bullet3 : Node
@export var bullet4 : Node
@export var bullet5 : Node
@export_subgroup("Raycast Nodes")
@export var anim_player : Node
@export var barrel_raycast : Node
@@ -36,8 +57,13 @@ var cycle_count
@onready var player = $"../../../../"
@onready var level_control = $"../../../../../"
@onready var ammo_current
var casing_array = []
var casing_spawn_array = []
var bullet_array = []
var rng = RandomNumberGenerator.new()
var gun_index
var casings_chamber_last
#var ammo_current
var ammo_reserve
@@ -50,6 +76,11 @@ func _ready():
ammo_current = level_control.ammo_current[gun_index]
ammo_reserve = level_control.ammo_reserve[gun_index]
casings_chamber_last = max_ammo
casing_array = [casing0,casing1,casing2,casing3,casing4,casing5]
casing_spawn_array = [casing_spawn0,casing_spawn1,casing_spawn2,casing_spawn3,casing_spawn4,casing_spawn5]
bullet_array = [bullet0,bullet1,bullet2,bullet3,bullet4,bullet5]
if fire_mode == 0:
cycle_count = 1
@@ -69,13 +100,28 @@ func _process(delta):
func reload_finished():
#if max ammo in reserve fill all the way
if level_control.ammo_reserve[gun_index] >= max_ammo:
level_control.ammo_current[gun_index] += max_ammo
level_control.ammo_reserve[gun_index] -= max_ammo
casings_chamber_last = max_ammo
for i in casing_array:
i.visible = true
for i in bullet_array:
i.visible = true
player.reloading = false
#if not max ammo in reserve add remaining ammo
else:
level_control.ammo_current[gun_index] += level_control.ammo_reserve[gun_index]
var casings_in_chamber = level_control.ammo_reserve[gun_index]
casings_chamber_last = level_control.ammo_reserve[gun_index]
level_control.ammo_reserve[gun_index] -= level_control.ammo_reserve[gun_index]
while casings_in_chamber > 0:
casing_array[casings_in_chamber].visible = true
bullet_array[casings_in_chamber].visible = true
casings_in_chamber -= 1
await get_tree().create_timer(.01).timeout
player.reloading = false
func shoot(player,delta):
@@ -90,44 +136,54 @@ func shoot(player,delta):
audio_fire.play()
anim_player.play("shoot")
# instance bullet
var instance_bullet = bullet.instantiate()
instance_bullet.position = player.bullet_ray.global_position
#shoot bullet from real gun if gun is folded up
if player.gun_folded == false:
instance_bullet.transform.basis = player.bullet_ray.global_transform.basis
else:
instance_bullet.transform.basis = barrel_raycast.global_transform.basis
instance_bullet.bullet_speed = bullet_speed
instance_bullet.bullet_drop = bullet_drop
instance_bullet.bullet_damage = bullet_damage
instance_bullet.random_spread_amt = random_spread_amt
instance_bullet.instance_bullethole = bullethole.instantiate()
instance_bullet.gun = self
get_tree().get_root().add_child(instance_bullet)
player.weapon_recoil(delta)
# chamberspin transform
#DO SOMETHING HERE
if fire_mode != 0:
cycle_count -= 1
elif !anim_player.is_playing() and cycle_count != 0:
anim_player.play("empty")
audio_empty.play()
func fire(delta):
var instance_bullet = bullet.instantiate()
instance_bullet.position = player.bullet_ray.global_position
#shoot bullet from real gun if gun is folded up
if player.gun_folded == false:
instance_bullet.transform.basis = player.bullet_ray.global_transform.basis
else:
instance_bullet.transform.basis = barrel_raycast.global_transform.basis
instance_bullet.bullet_speed = bullet_speed
instance_bullet.bullet_drop = bullet_drop
instance_bullet.bullet_damage = bullet_damage
instance_bullet.random_spread_amt = random_spread_amt
instance_bullet.instance_bullethole = bullethole.instantiate()
instance_bullet.gun = self
get_tree().get_root().add_child(instance_bullet)
player.weapon_recoil()
# chamberspin transform
#DO SOMETHING HERE
if fire_mode != 0:
cycle_count -= 1
func reload(player,delta):
if level_control.ammo_current[gun_index] < max_ammo and player.reloading == false and level_control.ammo_reserve[gun_index] > 0:
player.reloading = true
anim_player.play("reload")
audio_reload.play()
for i in bullet_array:
i.visible = false
if anim_player.is_playing() and anim_player.current_animation == "reload":
level_control.ammo_current[gun_index] = 0
func spawn_casings():
pass
#var instance_mag = mag.instantiate()
#instance_mag.position = mag_ejector.global_position
#instance_mag.transform.basis = mag_ejector.global_transform.basis
#get_tree().get_root().add_child(instance_mag)
func spawn_casings():
for i in casing_array:
if casings_chamber_last > 0:
var instance_casing = spawn_casing.instantiate()
instance_casing.position = i.global_position
instance_casing.random_rotation = false
instance_casing.transform.basis = i.global_transform.basis
instance_casing.rotation.x += deg_to_rad(90)
instance_casing.linear_velocity.y = -(8 + rng.randf_range(0,3))
get_tree().get_root().add_child(instance_casing)
casings_chamber_last -= 1
func swapped_out():
queue_free()