pickups distributed through level manager. need to fix drop amount

This commit is contained in:
derek
2024-08-05 16:50:09 -05:00
parent 3335ad0804
commit 7c5e850077
27 changed files with 151 additions and 146 deletions

View File

@@ -3,15 +3,23 @@ extends RigidBody3D
@export var collision_shape = Node
@export var despawning = false
@export var despawn_time_s = 10
@export var pickupType: String
@export_enum("Ammo", "Stamina", "Health", "Money","Weapon") var pickupType: int
@onready var level_control = get_tree().current_scene
var rng = RandomNumberGenerator.new()
var rand_amt
var player_follow
var player
# Called when the node enters the scene tree for the first time.
func _ready():
rand_amt = rng.randf_range(10.0,100.0)
add_to_group("pickup")
#find player
player = level_control.player
rand_amt = rng.randi_range(25,100)
if despawning == true:
await get_tree().create_timer(despawn_time_s).timeout
collision_shape.disabled = true
@@ -19,6 +27,25 @@ func _ready():
self.queue_free()
func _physics_process(delta):
if player != null:
var float_direction = player.global_position - self.position
if player_follow != null:
var float_direction = (player.global_position - self.position)
self.set_linear_velocity(float_direction * 10)
func picked_up():
player.pickup_sound.pitch_scale = 1 + rng.randf_range(-.3,.3)
player.pickup_sound.play()
match pickupType:
# Ammo
0:
level_control.ammo_reserve[level_control.current_gun_index] += clamp((rand_amt/100) * player.gun.max_ammo, 1, player.gun.max_ammo)
# Stamina
1:
player.remaining_stamina += (rand_amt/100) * player.MAX_STAMINA
# Health
2:
level_control.health += 1
# Money
3:
level_control.money += int(rand_amt)
queue_free()