moved key gun functions into gun script. small glitch in reload animation that I havent diagnosed yet
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@@ -152,26 +152,14 @@ func _physics_process(delta):
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# Reloading
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if Input.is_action_just_pressed("reload"):
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if ammo < gun.max_ammo and reloading == false and ammo_reserve > 0:
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reloading = true
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gun.anim_player.play("reload")
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gun.audio_reload.play()
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instance_mag = gun.mag.instantiate()
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await get_tree().create_timer(.28).timeout
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instance_mag.position = gun.mag_ejector.global_position
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instance_mag.transform.basis = gun.mag_ejector.global_transform.basis
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get_parent().add_child(instance_mag)
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if gun.anim_player.is_playing() and gun.anim_player.current_animation == "reload":
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if ammo == 0:
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ammo = 0
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else:
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ammo = 1
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gun.reload(self,delta)
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if Input.is_action_pressed("inspect") and !gun.anim_player.is_playing():
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gun.anim_player.play("inspect")
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# Shooting
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if Input.is_action_pressed("shoot"):
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gun.shoot(self,bullet_ray,delta)
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gun.shoot(self,delta)
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@@ -239,8 +227,8 @@ func weapon_tilt(input_x, delta):
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func weapon_sway(delta):
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mouse_input = lerp(mouse_input, Vector2.ZERO, 10 * delta)
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weapon_holder.rotation.x = lerp(weapon_holder.rotation.x, mouse_input.y * weapon_rotation_amount, 10 * delta)
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weapon_holder.rotation.y = lerp(weapon_holder.rotation.y, mouse_input.x * weapon_rotation_amount, 10 * delta)
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weapon_holder.rotation.x = lerp(weapon_holder.rotation.x, mouse_input.y * weapon_rotation_amount, 1 * delta)
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weapon_holder.rotation.y = lerp(weapon_holder.rotation.y, mouse_input.x * weapon_rotation_amount, 1 * delta)
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#crosshair.position.x = lerp(crosshair.position.x, mouse_input.x * 100, 2 * delta)
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