fixed weapon spawning in and added per-weapon crosshair size
This commit is contained in:
@@ -32,9 +32,15 @@ func _process(delta: float) -> void:
|
||||
position = hud.viewportCenter
|
||||
|
||||
var velocity_adjust = clamp(hud.player.velocity.length() * .1,1,3)
|
||||
var crosshair_radius
|
||||
|
||||
if hud.player.gun != null:
|
||||
crosshair_radius = hud.player.gun.weapon_info.crosshair_radius
|
||||
else:
|
||||
crosshair_radius = OUTER_RING_START_RADIUS
|
||||
|
||||
# Crosshair
|
||||
outer_ring_radius = lerp(outer_ring_radius,(OUTER_RING_START_RADIUS + crosshair_target) * velocity_adjust,delta * SIZE_SNAP_AMT)
|
||||
outer_ring_radius = lerp(outer_ring_radius,(crosshair_radius + crosshair_target) * velocity_adjust,delta * SIZE_SNAP_AMT)
|
||||
crosshair_target = lerp(crosshair_target,0.0,delta * SIZE_RETURN_AMT)
|
||||
|
||||
#if stamina is 25%, change colors to red
|
||||
|
||||
@@ -557,7 +557,6 @@ func ladder_collide():
|
||||
gravity = level_control.gamemode.gravity
|
||||
|
||||
func wall_jump():
|
||||
print("CAN JUMP? ",can_wall_jump)
|
||||
if can_wall_jump == true:
|
||||
if wall_ray_1.is_colliding() or wall_ray_2.is_colliding() or wall_ray_3.is_colliding():
|
||||
can_wall_jump = false
|
||||
|
||||
@@ -17,25 +17,25 @@ func _process(delta):
|
||||
pass
|
||||
|
||||
func picked_up():
|
||||
var spawn_gun = gun_resource.instantiate()
|
||||
var gun_held = false
|
||||
#check if gun is owned
|
||||
for i in GameGlobals.held_guns:
|
||||
if i == gun_resource:
|
||||
gun_held = true
|
||||
|
||||
if spawn_gun.weapon_info.weapon_type == 0:
|
||||
add_ammo(gun_held,spawn_gun.weapon_info.gun_name,spawn_gun.weapon_info.bullet.ammo_type,spawn_gun.weapon_info.bullet.special_bullet_name,spawn_gun.weapon_info.max_ammo,spawn_gun.weapon_info.start_mags)
|
||||
|
||||
if !gun_held:
|
||||
GameGlobals.held_guns.append(gun_resource)
|
||||
var instance_gun = gun_resource.instantiate()
|
||||
var weapon_id = GameGlobals.held_guns.size() - 1
|
||||
if level_control.player.gun != null:
|
||||
level_control.player.gun.anim_player.play("swap_out")
|
||||
level_control.gun_spawn(weapon_id)
|
||||
SignalBus.emit_signal("weapon_list_changed")
|
||||
queue_free()
|
||||
var spawn_gun = gun_resource.instantiate()
|
||||
var gun_held = false
|
||||
#check if gun is owned
|
||||
for i in GameGlobals.held_guns:
|
||||
if i == gun_resource:
|
||||
gun_held = true
|
||||
|
||||
if spawn_gun.weapon_info.weapon_type == 0:
|
||||
add_ammo(!gun_held,spawn_gun.weapon_info.gun_name,spawn_gun.weapon_info.bullet.ammo_type,spawn_gun.weapon_info.bullet.special_bullet_name,spawn_gun.weapon_info.max_ammo,spawn_gun.weapon_info.start_mags)
|
||||
|
||||
if !gun_held:
|
||||
GameGlobals.held_guns.append(gun_resource)
|
||||
var instance_gun = gun_resource.instantiate()
|
||||
var weapon_id = GameGlobals.held_guns.size() - 1
|
||||
if level_control.player.gun != null:
|
||||
level_control.player.gun.anim_player.play("swap_out")
|
||||
level_control.gun_spawn(weapon_id)
|
||||
SignalBus.emit_signal("weapon_list_changed")
|
||||
queue_free()
|
||||
|
||||
func add_ammo(new_gun,gun_name,ammo_type,special_bullet_name,max_ammo,start_mags):
|
||||
if new_gun:
|
||||
|
||||
@@ -9,6 +9,7 @@ class_name weapon_resource
|
||||
@export var bullet : bullet_resource
|
||||
@export_enum("Auto", "Single", "Burst") var fire_mode: int
|
||||
@export var fov_zoom_amt = .98
|
||||
@export var crosshair_radius = 50
|
||||
@export var ads : bool = false
|
||||
@export var recoil_amount : Vector3 = Vector3(.05,.05,.05)
|
||||
@export var kick_amount : float = .1
|
||||
|
||||
Reference in New Issue
Block a user