ammo rework seems to mostly be in order

This commit is contained in:
derek
2025-01-15 15:33:57 -06:00
parent 0a4e4eefb3
commit 93366827fc
22 changed files with 1740 additions and 320 deletions

View File

@@ -4,7 +4,9 @@ extends Node3D
@export_group("Gun Feel")
@export var gun_name : String
@export var gun_icon : Texture2D
@export_enum("Light", "Medium", "Heavy", "Shotgun", "Rocket") var ammo_type: int
@export_enum("Auto", "Single", "Burst") var fire_mode: int
@export var gun_info : gun_stats
@export var hitscan_enabled : bool = false
@export var fov_zoom_amt = .98
@export var ads : bool = false
@@ -42,7 +44,6 @@ extends Node3D
@onready var player = get_tree().current_scene.player
@onready var level_control = get_tree().current_scene
@onready var muzzle_smoke = preload("res://assets/muzzle_smoke.tscn")
@onready var ammo_current
var start_position
var start_rotation
@@ -74,18 +75,19 @@ func _process(_delta):
func reload_finished():
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
if player.ammo_reserve[str(ammo_type)] >= max_ammo:
player.gun_ammo[gun_name] += max_ammo
player.ammo_reserve[str(ammo_type)] -= max_ammo
else:
level_control.ammo_current[gun_index] += level_control.ammo_reserve[gun_index]
level_control.ammo_reserve[gun_index] -= level_control.ammo_reserve[gun_index]
player.gun_ammo[gun_name] += player.ammo_reserve[str(ammo_type)]
player.ammo_reserve[str(ammo_type)] -= player.ammo_reserve[str(ammo_type)]
func shoot(delta):
if level_control.ammo_current[gun_index] > 0 and cycle_count > 0:
print("GUN AMMO: ",player.gun_ammo)
print("RESERVE AMMO: ",player.ammo_reserve)
if player.gun_ammo[gun_name] > 0 and cycle_count > 0:
if !anim_player.is_playing():
level_control.ammo_current[gun_index] -= 1
player.gun_ammo[gun_name] -= 1
#audio and anims
audio_fire.pitch_scale = 1 + rng.randf_range(-fire_pitch_scale_amt,fire_pitch_scale_amt)
audio_fire.play()
@@ -108,15 +110,15 @@ func shoot(delta):
audio_empty.play()
func reload():
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:
if player.gun_ammo[gun_name] < max_ammo and player.gun.anim_player.get_current_animation() != "reload" and player.ammo_reserve[str(ammo_type)] > 0:
#player.reloading = true
anim_player.play("reload")
audio_reload.play()
if anim_player.is_playing() and anim_player.current_animation == "reload":
if level_control.ammo_current[gun_index] == 0:
level_control.ammo_current[gun_index] = 0
if player.gun_ammo[gun_name] == 0:
player.gun_ammo[gun_name] = 0
else:
level_control.ammo_current[gun_index] = 1
player.gun_ammo[gun_name] = 1
func spawn_mag():
var instance_mag = mag.instantiate()