added weapon wheel and model texture creator
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103
scripts/weapon_select.gd
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103
scripts/weapon_select.gd
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#@tool
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extends Control
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@export var outer_radius : int = 256
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@export var inner_radius : int = 256
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@export var line_width : int = 4
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var options = []
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@onready var level_control = get_tree().current_scene
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const bkg_color : Color = Color(1, 1, 1, .5)
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const line_color : Color = Color(1,1,1)
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const select_color = Color(1, 1, 1, .5)
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const IMAGE_SIZE = Vector2(512,512)
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var selection
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func close():
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hide()
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return selection
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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update_weapon_list()
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SignalBus.weapon_list_changed.connect(update_weapon_list)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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var mouse_pos = get_local_mouse_position()
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var mouse_radius = mouse_pos.length()
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if mouse_radius < inner_radius:
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selection = null
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else:
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var mouse_rads = fposmod(mouse_pos.angle() * -1, TAU)
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selection = ceil((mouse_rads / TAU) * (len(options)+1))
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queue_redraw()
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func _draw():
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var offset = IMAGE_SIZE/ -2
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if selection == null:
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draw_circle(Vector2.ZERO,inner_radius,select_color)
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draw_circle(Vector2.ZERO, outer_radius, bkg_color)
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draw_arc(Vector2.ZERO,inner_radius,0, TAU, 128,line_color,line_width,true)
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if len(options) >= 1:
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# draw separator lines
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for i in range(len(options)):
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var rads = TAU * i / (len(options))
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var point = Vector2.from_angle(rads)
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draw_line(
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point * inner_radius,
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point * outer_radius,
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line_color,
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line_width,
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true
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)
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for i in range(0,len(options)):
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var start_rads = (TAU * (i-1)) / (len(options))
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var end_rads = (TAU * i) / (len(options))
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var mid_rads = (start_rads + end_rads)/2.0 * -1
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var radius_mid = (inner_radius + outer_radius) / 2
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var draw_pos = radius_mid * Vector2.from_angle(mid_rads) + offset
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var object = options[i].instantiate()
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var texture = object.gun_icon
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if selection == i:
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var points_per_arc = 32
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var points_inner = PackedVector2Array()
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var points_outer = PackedVector2Array()
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for j in range(points_per_arc + 1):
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var angle = start_rads + j * (end_rads - start_rads) / points_per_arc
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points_inner.append(inner_radius * Vector2.from_angle(TAU-angle))
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points_outer.append(outer_radius * Vector2.from_angle(TAU-angle))
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points_outer.reverse()
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draw_polygon(
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points_inner + points_outer,
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PackedColorArray([select_color])
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)
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draw_texture(
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texture,
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Vector2(draw_pos)
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)
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func update_weapon_list():
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options = level_control.held_guns
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