more various tweaks to held items and chests in order to make carrying chests fun
This commit is contained in:
@@ -25,6 +25,9 @@ func _on_area_3d_body_entered(body):
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if body.is_in_group("player"):
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can_jump = true
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player = body
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if body.is_class("Chest"):
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body.velocity.y = jump_amount
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jump_sound.play()
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func _on_area_3d_body_exited(body: Node3D) -> void:
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if body.is_in_group("player"):
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@@ -1,6 +1,7 @@
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extends RayCast3D
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@onready var hit_indicator: AudioStreamPlayer = $"../../../../Audio/HitIndicator"
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@onready var camera: Camera3D = $".."
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# Called when the node enters the scene tree for the first time.
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@@ -12,31 +13,32 @@ func _ready() -> void:
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func _process(delta: float) -> void:
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pass
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func hitscan_fire(bullet_damage,bullet_force_mod,bullethole):
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func hitscan_fire(bullet_damage,bullet_force_mod,bullethole,range):
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if is_colliding():
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#bullethole effect
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var instance_bullethole = bullethole.instantiate()
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get_collider().add_child(instance_bullethole)
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instance_bullethole.global_transform.origin = get_collision_point()
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if (abs(get_collision_normal().y) > 0.99):
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instance_bullethole.look_at(get_collision_point() + get_collision_normal(), Vector3(0,0,1))
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else:
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instance_bullethole.look_at(get_collision_point() + get_collision_normal())
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#move rigidbodies
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if get_collider().is_in_group("scene_rigidbody"):
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get_collider().linear_velocity += rotation * Vector3(0,0,-bullet_force_mod)
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if get_collider().is_in_group("breakable"):
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get_collider().breaking( Vector3(0,0,-bullet_force_mod))
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if camera.distance_to(get_collision_point) <= range:
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#bullethole effect
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var instance_bullethole = bullethole.instantiate()
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get_collider().add_child(instance_bullethole)
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instance_bullethole.global_transform.origin = get_collision_point()
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if (abs(get_collision_normal().y) > 0.99):
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instance_bullethole.look_at(get_collision_point() + get_collision_normal(), Vector3(0,0,1))
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else:
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instance_bullethole.look_at(get_collision_point() + get_collision_normal())
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#move rigidbodies
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if get_collider().is_in_group("scene_rigidbody"):
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get_collider().linear_velocity += rotation * Vector3(0,0,-bullet_force_mod)
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if get_collider().is_in_group("breakable"):
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get_collider().breaking( Vector3(0,0,-bullet_force_mod))
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if get_collider().is_in_group("enemy_target"):
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emit_signal("enemy_hit")
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get_collider().hit(bullet_damage)
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if get_collider().is_in_group("switch"):
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get_collider().hit()
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if get_collider().is_in_group("enemy_target"):
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emit_signal("enemy_hit")
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get_collider().hit(bullet_damage)
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if get_collider().is_in_group("switch"):
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get_collider().hit()
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@@ -31,7 +31,7 @@ func _on_timer_timeout():
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timer.wait_time = rand_timer #rand_timer
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# Shoot that shit
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var pickup_spawn = level_control.item_pickup.instantiate()
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var pickup_spawn = level_control.ITEM_PICKUP.instantiate()
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var item_stats = level_control.pickup_spawn(false)
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##SET VARIABLES
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pickup_spawn.pickup_type = item_stats["pickup_type"]
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@@ -1,6 +1,8 @@
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extends RigidBody3D
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class_name Chest
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@export var weapon_drops : Array[Resource]
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@export var health : float = 30
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var open = false
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var drop_weapon
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@@ -19,7 +21,8 @@ func _process(delta: float) -> void:
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pass
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func hit(dam):
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if !open:
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health -= dam
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if !open and health <= 0:
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anim_player.play("open")
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open = true
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@@ -31,4 +34,4 @@ func spawn_drop():
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get_tree().current_scene.add_child(drop_weapon)
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func interact():
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hit(0)
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hit(1)
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@@ -86,6 +86,7 @@ var current_weapon_index
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var recoiling = false
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var dead = false
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var hud_visible : bool = true
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var held_item : Node
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var held_item_linear_damp_cache
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var held_item_angular_damp_cache
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@@ -93,7 +94,8 @@ var held_item_gravity_cache
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var held_item_mass_cache
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var held_item_collision_cache
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var hold_offset
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var held_item_rotation = Vector3(0,0,0)
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var held_item_rotation : float = 0
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var gamespeed_controlled = false
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var crouched = false
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var flashlight_on : bool = false
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@@ -137,7 +139,6 @@ var controlled_elsewhere = false
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@onready var weapon_pickup_audio: AudioStreamPlayer = $Audio/WeaponPickup
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@onready var motion_lines: ColorRect = $Head/Recoil/Camera3D/MotionLines
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@onready var moveable_holder: Node3D = $Head/Recoil/Camera3D/MoveableHolder
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@onready var moveable_rotation: Node3D = $Head/Recoil/Camera3D/MoveableHolder/MoveableRotation
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@onready var stand_check: RayCast3D = $StandCheck
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@onready var r_hand_test: MeshInstance3D = $Head/Recoil/Camera3D/WeaponHolder/RHandTest
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@onready var enemy_killed_audio: AudioStreamPlayer = $Audio/EnemyKilled
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@@ -405,13 +406,14 @@ func _physics_process(delta):
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#Weapon Swap Up
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if Input.is_action_just_pressed("scroll_up"):
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if held_item != null:
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held_item_rotation += deg_to_rad(45)
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print("HELD ITEM ROTATION : ",held_item_rotation)
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if gun != null:
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if !gun.anim_player.is_playing():
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if held_item == null:
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if GameGlobals.held_guns.size() > 1:
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weapon_select(GameGlobals.current_gun_index + 1)
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else:
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moveable_holder.rotation.y += deg_to_rad(45)
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else:
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if gun_is_holstered:
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holster_gun(false)
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@@ -424,7 +426,7 @@ func _physics_process(delta):
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if GameGlobals.held_guns.size() > 1:
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weapon_select(GameGlobals.current_gun_index - 1)
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else:
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moveable_holder.rotation.y -= deg_to_rad(45)
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held_item_rotation -= deg_to_rad(45)
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else:
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if gun_is_holstered:
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holster_gun(false)
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@@ -461,6 +463,12 @@ func _physics_process(delta):
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held_key_check += delta
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## IF HELD
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if held_key_check >= HELD_BUTTON_AMT:
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if interact_ray.is_colliding():
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var body = interact_ray.get_collider()
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if interact_ray.get_collider().has_method("interact"):
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body.interact()
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held_key_check = 0.0
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elif Input.is_action_just_released("interact"):
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if held_item != null:
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release_moveable()
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elif interact_ray.is_colliding():
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@@ -468,13 +476,6 @@ func _physics_process(delta):
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if interact_ray.get_collider().get_class() == "RigidBody3D":
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grab_moveable(body)
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held_key_check = 0.0
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elif Input.is_action_just_released("interact"):
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if interact_ray.is_colliding():
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var body = interact_ray.get_collider()
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if interact_ray.get_collider().has_method("interact"):
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body.interact()
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held_key_check = 0.0
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#kick
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if Input.is_action_just_pressed("kick"):
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if !animation_player.is_playing():
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@@ -626,9 +627,8 @@ func hold_item(_delta):
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if held_item != null:
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interact_ray.look_at(held_item.global_position, Vector3.UP)
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var held_dir = (moveable_holder.global_position - held_item.global_position) #+ hold_offset
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held_item.linear_velocity = held_dir * 15
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held_item.look_at(moveable_rotation.global_position, Vector3.UP)
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held_item.linear_velocity = held_dir * 50
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held_item.rotation = Vector3(0,held_item_rotation,0) + Vector3(0,camera.global_rotation.y,0)
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#break when moved too far away
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var distance_from_player = abs(self.global_position - held_item.global_position)
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if distance_from_player.length() > 5:
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@@ -647,7 +647,6 @@ func release_moveable():
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held_item.set_collision_layer_value(1,held_item_collision_cache)
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held_item = null
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hold_offset = null
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moveable_holder.rotation = Vector3(0,0,0)
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## GUNS AND AMMO
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func holster_gun(holster):
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@@ -43,7 +43,7 @@ func breaking(bullet_velocity):
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#pickup drop
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while number_of_drops > 0:
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var pickup_spawn = level_control.item_pickup.instantiate()
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var pickup_spawn = level_control.ITEM_PICKUP.instantiate()
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var item_stats = level_control.pickup_spawn(false)
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##SET VARIABLES
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@@ -204,7 +204,7 @@ func drop_loot(number_of_drops):
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#pickup drop
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while number_of_drops > 0:
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var pickup_spawn = level_control.item_pickup.instantiate()
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var pickup_spawn = level_control.ITEM_PICKUP.instantiate()
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var item_stats = level_control.pickup_spawn(false)
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##SET VARIABLES
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@@ -39,24 +39,23 @@ func interact():
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func vend():
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var item_vend
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if is_pickup:
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item_vend = level_control.item_pickup.instantiate()
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item_vend = level_control.ITEM_PICKUP.instantiate()
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var item_stats
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item_stats = level_control.pickup_spawn(is_random)
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##SET VARIABLES
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item_vend.pickup_type = pickup_type
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if level_control.player.gun != null:
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if level_control.player.gun.ammo_type != 5:
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item_vend.ammo_type = level_control.player.gun.ammo_type
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if level_control.player.gun.weapon_info.bullet.ammo_type != 5:
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item_vend.ammo_type = level_control.player.gun.weapon_info.bullet.ammo_type
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else:
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item_vend.ammo_type = item_stats["ammo_type"]
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if pickup_type == 0:
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if level_control.player.gun != null:
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item_vend.value = level_control.player.gun.max_ammo
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item_vend.value = level_control.player.gun.weapon_info.max_ammo
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else:
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item_vend.value = item_stats["value"]
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else:
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item_vend.value = pickup_amount
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print("ITEM : ",item_vend.pickup_type,item_vend.ammo_type,item_vend.value)
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else:
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item_vend = item.instantiate()
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item_vend.position = vend_ray.global_position
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@@ -8,6 +8,7 @@ class_name weapon_resource
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@export_enum("Mag","Revolver","Bolt Action") var reload_type = 0
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@export var bullet : bullet_resource
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@export_enum("Auto", "Single", "Burst") var fire_mode: int
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@export var hitscan_range : float = 100 ##for hitscan and melee weapons
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@export var fov_zoom_amt = .98
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@export var ads : bool = false
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@export var recoil_amount : Vector3 = Vector3(.05,.05,.05)
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@@ -160,7 +160,6 @@ func spawn_casing():
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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 spawn_revolver_casings():
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if casing_array.size() > 0:
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var ammo_needed = weapon_info.max_ammo - GameGlobals.gun_ammo[weapon_info.gun_name]
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@@ -271,6 +270,10 @@ func bullet_fire():
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if weapon_info.fire_mode != 0:
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cycle_count -= 1
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func hitscan_fire():
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# Fire hitscan
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pass
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func swapped_out():
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queue_free()
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Block a user