fixed cycle count on weapon script

This commit is contained in:
Derek
2025-03-11 22:25:51 -05:00
parent 64ec7b12b6
commit a6ee53ed3e
6 changed files with 18 additions and 20 deletions

View File

@@ -1,4 +1,4 @@
[gd_scene load_steps=19 format=3 uid="uid://sa1d1rftyn87"] [gd_scene load_steps=18 format=3 uid="uid://sa1d1rftyn87"]
[ext_resource type="Script" uid="uid://civx1w876wd7n" path="res://scripts/main_menu.gd" id="1_haaol"] [ext_resource type="Script" uid="uid://civx1w876wd7n" path="res://scripts/main_menu.gd" id="1_haaol"]
[ext_resource type="PackedScene" uid="uid://dpootbr7qgac1" path="res://Tools/playlist_generator.tscn" id="2_2rg1o"] [ext_resource type="PackedScene" uid="uid://dpootbr7qgac1" path="res://Tools/playlist_generator.tscn" id="2_2rg1o"]
@@ -11,7 +11,6 @@
[ext_resource type="Resource" uid="uid://dn3t7wcoumlm3" path="res://GameModes/standard.tres" id="5_lv7ko"] [ext_resource type="Resource" uid="uid://dn3t7wcoumlm3" path="res://GameModes/standard.tres" id="5_lv7ko"]
[ext_resource type="Shader" uid="uid://cerm6i7o65okt" path="res://assets/Shaders/blur.gdshader" id="6_x75tm"] [ext_resource type="Shader" uid="uid://cerm6i7o65okt" path="res://assets/Shaders/blur.gdshader" id="6_x75tm"]
[ext_resource type="Texture2D" uid="uid://bt6utik8unkxa" path="res://assets/Textures/ObjectTextures/money.png" id="7_ia0hc"] [ext_resource type="Texture2D" uid="uid://bt6utik8unkxa" path="res://assets/Textures/ObjectTextures/money.png" id="7_ia0hc"]
[ext_resource type="Resource" uid="uid://u32xafejp3rq" path="res://GameModes/standard_stam_regen.tres" id="7_vm4j1"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_a5tps"] [sub_resource type="ShaderMaterial" id="ShaderMaterial_a5tps"]
shader = ExtResource("2_hyw7c") shader = ExtResource("2_hyw7c")
@@ -80,7 +79,7 @@ offset_bottom = 2160.0
visible = false visible = false
layout_mode = 1 layout_mode = 1
maps_in_rotation = Array[ExtResource("4_p7b2e")]([SubResource("Resource_3w5k4"), SubResource("Resource_t5q6w"), SubResource("Resource_2pkld"), SubResource("Resource_hgnbd")]) maps_in_rotation = Array[ExtResource("4_p7b2e")]([SubResource("Resource_3w5k4"), SubResource("Resource_t5q6w"), SubResource("Resource_2pkld"), SubResource("Resource_hgnbd")])
gamemodes_in_rotation = Array[ExtResource("4_p0ng4")]([ExtResource("5_lv7ko"), ExtResource("7_vm4j1")]) gamemodes_in_rotation = Array[ExtResource("4_p0ng4")]([ExtResource("5_lv7ko")])
levels_per_round = 4 levels_per_round = 4
[node name="MarginContainer" type="MarginContainer" parent="."] [node name="MarginContainer" type="MarginContainer" parent="."]

View File

@@ -16,7 +16,7 @@ bullet = ExtResource("1_53e42")
fire_mode = 1 fire_mode = 1
fov_zoom_amt = 0.98 fov_zoom_amt = 0.98
ads = false ads = false
recoil_amount = Vector3(0.05, 0.05, 0.05) recoil_amount = Vector3(0.2, 0.05, 0.05)
kick_amount = 0.1 kick_amount = 0.1
max_ammo = 6 max_ammo = 6
start_mags = 3 start_mags = 3

View File

@@ -18,9 +18,10 @@ class_name gamemode
@export var dash_speed = 40 @export var dash_speed = 40
@export var gravity : float = -9.8 @export var gravity : float = -9.8
@export var time_slowed_speed : float = .1 @export var time_slowed_speed : float = .1
@export var stamina_regen = false @export var stamina_regen = true
@export var max_stamina : float = 100 @export var max_stamina : float = 100
@export var stamina_drain : float = 20 @export var stamina_drain : float = 20
@export var stamina_gain : float = 5
@export var air_dash_max : int = 1 @export var air_dash_max : int = 1
@export var load_save : = true @export var load_save : = true
@export var money_multiplier : float = 1.0 @export var money_multiplier : float = 1.0

View File

@@ -1,6 +1,5 @@
extends Node3D extends Node3D
const DEAD_CAM_FOV = 50.0 const DEAD_CAM_FOV = 50.0
@export var MOVE_SPEED = 30 @export var MOVE_SPEED = 30

View File

@@ -358,7 +358,7 @@ func _physics_process(delta):
SENSITIVITY = start_sensitivity SENSITIVITY = start_sensitivity
if remaining_stamina < level_control.gamemode.max_stamina and !Input.is_action_pressed("slow_down"): if remaining_stamina < level_control.gamemode.max_stamina and !Input.is_action_pressed("slow_down"):
if level_control.gamemode.stamina_regen == true: if level_control.gamemode.stamina_regen == true:
remaining_stamina = clamp(remaining_stamina + (delta * level_control.gamemode.stamina_drain/Engine.time_scale), 0, level_control.gamemode.max_stamina) remaining_stamina = clamp(remaining_stamina + (delta * level_control.gamemode.stamina_gain/Engine.time_scale), 0, level_control.gamemode.max_stamina)
# Reloading # Reloading
@@ -381,10 +381,6 @@ func _physics_process(delta):
if Input.is_action_pressed("shoot"): if Input.is_action_pressed("shoot"):
if gun != null: if gun != null:
gun.shoot() gun.shoot()
if Input.is_action_just_released("shoot"):
if gun != null:
gun.cycle_count = gun.cycle_count_start
# Gun folding out of the way # Gun folding out of the way
if gun_ray.is_colliding(): if gun_ray.is_colliding():
@@ -619,9 +615,9 @@ func grab_moveable(body):
body.gravity_scale = 0 body.gravity_scale = 0
moveable_holder.add_child(body) moveable_holder.add_child(body)
body.global_position = moveable_holder.global_position body.global_position = moveable_holder.global_position
for i in body.get_children(): #for i in body.get_children():
if i.get_class() == "CollisionShape3D": #if i.get_class() == "CollisionShape3D":
i.collision_layer = true #i.collision_layer = true
held_item = body held_item = body
func hold_item(_delta): func hold_item(_delta):
@@ -633,9 +629,9 @@ func hold_item(_delta):
func release_moveable(): func release_moveable():
held_item.gravity_scale = held_item_cache["gravity_scale"] held_item.gravity_scale = held_item_cache["gravity_scale"]
for i in held_item.get_children(): #for i in held_item.get_children():
if i.get_class() == "CollisionShape3D": #if i.get_class() == "CollisionShape3D":
i.disabled = false #i.disabled = false
get_tree().current_scene.add_child(held_item) get_tree().current_scene.add_child(held_item)
held_item = null held_item = null

View File

@@ -59,7 +59,10 @@ func _process(_delta):
var rot_amount = revolver_chamber_rot_amt * _delta * 10 var rot_amount = revolver_chamber_rot_amt * _delta * 10
chamber.rotate_object_local(Vector3(0,-1,0),deg_to_rad(rot_amount)) chamber.rotate_object_local(Vector3(0,-1,0),deg_to_rad(rot_amount))
revolver_chamber_rot_amt -= rot_amount revolver_chamber_rot_amt -= rot_amount
if Input.is_action_just_released("shoot"):
cycle_count = cycle_count_start
if weapon_info.weapon_type == 2: if weapon_info.weapon_type == 2:
if tracker != null: if tracker != null:
weapon_info.tracker_asset.tracker_indicator_material.emission = TRACKER_ASSIGNED_COLOR weapon_info.tracker_asset.tracker_indicator_material.emission = TRACKER_ASSIGNED_COLOR
@@ -101,6 +104,8 @@ func shoot():
if GameGlobals.gun_ammo[weapon_info.gun_name] > 0 and cycle_count > 0: if GameGlobals.gun_ammo[weapon_info.gun_name] > 0 and cycle_count > 0:
if !anim_player.is_playing(): if !anim_player.is_playing():
GameGlobals.gun_ammo[weapon_info.gun_name] -= 1 GameGlobals.gun_ammo[weapon_info.gun_name] -= 1
if weapon_info.fire_mode != 0:
cycle_count -= 1
#audio and anims #audio and anims
anim_player.play("shoot") anim_player.play("shoot")
@@ -267,8 +272,6 @@ func bullet_fire():
player.recoil.add_gun_recoil(weapon_info.recoil_amount.x) player.recoil.add_gun_recoil(weapon_info.recoil_amount.x)
SignalBus.emit_signal("shot_fired") SignalBus.emit_signal("shot_fired")
if weapon_info.fire_mode != 0:
cycle_count -= 1
func hitscan_fire(): func hitscan_fire():
# Fire hitscan # Fire hitscan