tweaks and continued gd4.4 upgrading

This commit is contained in:
derek
2025-03-06 16:28:52 -06:00
parent 326351a595
commit cba8e22fb4
13 changed files with 2210 additions and 2672 deletions

View File

@@ -1,11 +1,8 @@
[gd_scene load_steps=24 format=3 uid="uid://dslxb3psx30vp"]
[gd_scene load_steps=21 format=3 uid="uid://dslxb3psx30vp"]
[ext_resource type="PackedScene" uid="uid://svrb3n31mkag" path="res://assets/Models/gun.blend" id="1_frekg"]
[ext_resource type="Script" uid="uid://c6npw0lul1llg" path="res://scripts/trackerGun.gd" id="2_ieev5"]
[ext_resource type="Texture2D" uid="uid://d2fic5txnwu3u" path="res://assets/Textures/ObjectTextures/Pistol.png" id="3_gkvbi"]
[ext_resource type="PackedScene" uid="uid://crvohhc6kgshn" path="res://assets/bullet_hole.tscn" id="4_bu1g0"]
[ext_resource type="PackedScene" uid="uid://c1gdehrsytlkk" path="res://assets/casing.tscn" id="5_gls8p"]
[ext_resource type="PackedScene" uid="uid://cp8563f0oxvff" path="res://assets/mag1.tscn" id="6_ysonb"]
[ext_resource type="Script" uid="uid://dhr2xfj3qow4c" path="res://scripts/weapon_uberscript.gd" id="2_wrnws"]
[ext_resource type="Resource" uid="uid://dpcoofjsxi10q" path="res://assets/weaponresources/pistol1.tres" id="3_er7xg"]
[ext_resource type="AudioStream" uid="uid://bxjv50ivk3fvn" path="res://assets/Audio/Weapons/9mm Full Size Pistol/Gunshots/9mm Full Size Pistol - Gunshot B 001.wav" id="7_25stk"]
[ext_resource type="AudioStream" uid="uid://t50i483xmj3a" path="res://assets/Audio/Weapons/toy-click-spin-SBA-300071143.wav" id="9_btm61"]
[ext_resource type="AudioStream" uid="uid://db3iy0f1pa5lg" path="res://assets/Audio/Weapons/gun-m-16-reload-full-clip-magazine-SBA-300121257.wav" id="10_xn8pu"]
@@ -339,6 +336,20 @@ tracks/2/keys = {
"update": 0,
"values": [Vector3(0, 0, 0), Vector3(0.4, 0, 0), Vector3(0, 0, 0)]
}
tracks/3/type = "method"
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/path = NodePath(".")
tracks/3/interp = 1
tracks/3/loop_wrap = true
tracks/3/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"values": [{
"args": [],
"method": &"bullet_fire"
}]
}
[sub_resource type="Animation" id="Animation_tikvk"]
resource_name = "sprint"
@@ -428,20 +439,12 @@ _data = {
&"swap_out": SubResource("Animation_lleyf")
}
[node name="Pistol" node_paths=PackedStringArray("tracker_indicator", "flare_light", "anim_player", "barrel_raycast", "casing_ejector", "mag_ejector", "audio_fire", "audio_empty", "audio_reload") instance=ExtResource("1_frekg")]
[node name="Pistol" node_paths=PackedStringArray("anim_player", "barrel_ray", "casing_ejector", "mag_ejector", "audio_fire", "audio_empty", "audio_reload") instance=ExtResource("1_frekg")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.0145504, -0.0460228)
script = ExtResource("2_ieev5")
gun_name = "Tracker Pistol"
gun_icon = ExtResource("3_gkvbi")
recoil_amount = Vector3(0, 0.05, 0.05)
bullet_speed = 50
tracker_indicator = NodePath("gun/slide/TrackerIndicator")
flare_light = NodePath("SpotLight3D")
bullethole = ExtResource("4_bu1g0")
casing = ExtResource("5_gls8p")
mag = ExtResource("6_ysonb")
script = ExtResource("2_wrnws")
weapon_info = ExtResource("3_er7xg")
anim_player = NodePath("AnimationPlayer")
barrel_raycast = NodePath("gun/RayCastBarrel")
barrel_ray = NodePath("gun/RayCastBarrel")
casing_ejector = NodePath("gun/RayCastCasing")
mag_ejector = NodePath("gun/RayCastMag")
audio_fire = NodePath("Audio/Fire")
@@ -477,7 +480,7 @@ target_position = Vector3(1, 0, 0)
[node name="AnimationPlayer" type="AnimationPlayer" parent="." index="1"]
libraries = {
"": SubResource("AnimationLibrary_vkrtt")
&"": SubResource("AnimationLibrary_vkrtt")
}
[node name="Audio" type="Node3D" parent="." index="2"]

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@@ -15,7 +15,6 @@ weapon_type = 0
reload_type = 0
bullet = ExtResource("1_y4ehq")
fire_mode = 0
hitscan_range = 100.0
fov_zoom_amt = 0.98
ads = false
recoil_amount = Vector3(0.05, 0.05, 0.05)
@@ -28,6 +27,11 @@ bullet_force_mod = 5.0
bullet_speed = 600
casing = ExtResource("2_7wxcs")
mag = ExtResource("4_fiujt")
vibration_weak_magnitude = 0.1
vibration_strong_magnitude = 0.5
vibration_duration = 0.1
chamber_rot_amount = 60.0
shotgun_spread = Vector3(0.1, 0.1, 0.1)
pellets_per_shot = 20
blast_power = 50.0
hitscan_range = 100.0

View File

@@ -11,7 +11,6 @@ path = "res://assets/machete.tscn"
weapon_type = 1
reload_type = 0
fire_mode = 1
hitscan_range = 100.0
fov_zoom_amt = 0.98
ads = false
recoil_amount = Vector3(0, 0.05, 0.05)
@@ -22,6 +21,11 @@ bullet_damage = 5
smoke_enabled = false
bullet_force_mod = 5.0
bullet_speed = 600
vibration_weak_magnitude = 0.1
vibration_strong_magnitude = 0.5
vibration_duration = 0.1
chamber_rot_amount = 60.0
shotgun_spread = Vector3(0.1, 0.1, 0.1)
pellets_per_shot = 20
blast_power = 50.0
hitscan_range = 100.0

View File

@@ -0,0 +1,38 @@
[gd_resource type="Resource" script_class="weapon_resource" load_steps=6 format=3 uid="uid://dpcoofjsxi10q"]
[ext_resource type="Resource" uid="uid://covnkagmv8b1x" path="res://assets/weaponresources/light_ammo.tres" id="1_oqs71"]
[ext_resource type="PackedScene" uid="uid://c1gdehrsytlkk" path="res://assets/casing.tscn" id="2_g6owq"]
[ext_resource type="Texture2D" uid="uid://d2fic5txnwu3u" path="res://assets/Textures/ObjectTextures/Pistol.png" id="3_fbxkm"]
[ext_resource type="PackedScene" uid="uid://cp8563f0oxvff" path="res://assets/mag1.tscn" id="4_xovdq"]
[ext_resource type="Script" uid="uid://d0cf6xsxkf0h" path="res://scripts/weapon_resource.gd" id="5_mkwdh"]
[resource]
script = ExtResource("5_mkwdh")
gun_name = "pistol 1"
gun_icon = ExtResource("3_fbxkm")
path = "res://assets/pistol1.tscn"
weapon_type = 0
reload_type = 0
bullet = ExtResource("1_oqs71")
fire_mode = 2
fov_zoom_amt = 0.98
ads = false
recoil_amount = Vector3(0.05, 0.05, 0.05)
kick_amount = 0.1
max_ammo = 15
start_mags = 3
bullet_damage = 1
smoke_enabled = false
bullet_force_mod = 5.0
bullet_speed = 600
casing = ExtResource("2_g6owq")
mag = ExtResource("4_xovdq")
vibration_weak_magnitude = 0.1
vibration_strong_magnitude = 0.5
vibration_duration = 0.1
chamber_rot_amount = 60.0
shotgun_spread = Vector3(0.1, 0.1, 0.1)
pellets_per_shot = 20
blast_power = 50.0
hitscan_range = 100.0
metadata/_custom_type_script = "uid://d0cf6xsxkf0h"

View File

@@ -14,7 +14,6 @@ weapon_type = 0
reload_type = 1
bullet = ExtResource("1_53e42")
fire_mode = 1
hitscan_range = 100.0
fov_zoom_amt = 0.98
ads = false
recoil_amount = Vector3(0.05, 0.05, 0.05)
@@ -26,6 +25,11 @@ smoke_enabled = false
bullet_force_mod = 5.0
bullet_speed = 1200
casing = ExtResource("2_ylruw")
vibration_weak_magnitude = 0.1
vibration_strong_magnitude = 0.5
vibration_duration = 0.1
chamber_rot_amount = 60.0
shotgun_spread = Vector3(0.1, 0.1, 0.1)
pellets_per_shot = 20
blast_power = 50.0
hitscan_range = 100.0

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@@ -624,10 +624,13 @@ func grab_moveable(body):
held_item.set_collision_layer_value(1,false)
func hud_wobble(delta):
const HUD_WOBBLE_MAX : float = 20
const MOUSE_AMT = 10
const VELOCITY_AMT = 100
const HUD_SPEED = 10
var viewport_height_adj = (get_viewport().size.y/1080)
var HUD_WOBBLE_MAX : float = 20 * viewport_height_adj
var MOUSE_AMT = 10 * viewport_height_adj
var VELOCITY_AMT = 100 * viewport_height_adj
var HUD_SPEED = 10 * viewport_height_adj
var dir_mouse = Vector2(-mouse_input.x * MOUSE_AMT,-mouse_input.y * MOUSE_AMT)
var velocity_dir_transformed = velocity.normalized() * global_basis
var velocity_lengh_clamped = clamp(velocity.length(),-VELOCITY_AMT,VELOCITY_AMT)

View File

@@ -1,213 +0,0 @@
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 hitscan_enabled : bool = false
@export var ads : bool = false
@export var fov_zoom_amt = .98
@export var recoil_amount : Vector3 = Vector3(.2,.05,.05)
@export var kick_amount : float = .1
@export var max_ammo = 15
@export var start_mags = 3
@export var bullet_damage = 1
@export var bullet_force_mod = 5.0
@export var bullet_speed = 150
@export var bullet_drop = .3
@export var random_spread_amt = 1.0
@export var fire_pitch_scale_amt = .2
@export_group("Gun Assets")
@export_subgroup("Main Assets")
@export var tracker_indicator : Node
@export var flare_light : Node
@export var bullet_fake : Resource
@export var bullethole : Resource
@export var casing : Resource
@export var mag : Resource
@export_subgroup("Raycast Nodes")
@export var anim_player : Node
@export var barrel_raycast : Node
@export var casing_ejector : Node
@export var mag_ejector : Node
@export_subgroup("Audio Clips")
@export var audio_fire : Node
@export var audio_empty : Node
@export var audio_reload : Node
@onready var player = get_tree().current_scene.player
@onready var level_control = get_tree().current_scene
@onready var tracker_marker = load("res://assets/tracker_marker.tscn")
@onready var bullet : Resource = load("res://assets/tracker_bullet.tscn")
@onready var tracker_indicator_material = tracker_indicator.get_surface_override_material(0)
var tracker : Node
var tracker_check_mesh
var check_track : bool = false
var start_position
var start_rotation
var random_spread_start
var cycle_count_start
var cycle_count
var rng = RandomNumberGenerator.new()
var gun_index
const tracker_null_color = Color(0.743, 0.359, 0)
const tracker_assigned_color = Color(0, 0.853, 0)
# Called when the node enters the scene tree for the first time.
func _ready():
tracker_check_mesh = tracker_marker.instantiate()
get_tree().get_root().add_child(tracker_check_mesh)
tracker_check_mesh.visible = false
random_spread_start = random_spread_amt
if fire_mode == 0:
cycle_count = 1
cycle_count_start = 1
elif fire_mode == 1:
cycle_count = 1
cycle_count_start = 1
elif fire_mode == 2:
cycle_count = 3
cycle_count_start = 3
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(_delta):
if tracker != null:
tracker_indicator_material.emission = tracker_assigned_color
look_at(tracker.global_position)
else:
tracker_indicator_material.emission = tracker_null_color
rotation = lerp(rotation, Vector3(0,0,0), _delta * 4)
if check_track:
tracker_checker(_delta)
func reload_finished():
if GameGlobals.ammo_reserve[str(ammo_type)] >= max_ammo:
GameGlobals.gun_ammo[gun_name] += max_ammo
GameGlobals.ammo_reserve[str(ammo_type)] -= max_ammo
else:
GameGlobals.gun_ammo[gun_name] += GameGlobals.ammo_reserve[str(ammo_type)]
GameGlobals.ammo_reserve[str(ammo_type)] -= GameGlobals.ammo_reserve[str(ammo_type)]
func shoot(delta):
if !anim_player.is_playing():
if tracker == null and Input.is_action_just_pressed("shoot"):
check_track = true
tracker_check_mesh.visible = true
tracker_check_mesh.anim_player.play("check")
if tracker != null and !check_track:
fire()
func fire():
if GameGlobals.gun_ammo[gun_name] > 0 and cycle_count > 0:
if !anim_player.is_playing():
GameGlobals.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()
anim_player.play("shoot")
bullet_fire()
spawn_casing()
player.recoil.add_recoil(Vector3(0,recoil_amount.y,recoil_amount.z),10,10)
player.recoil.add_gun_recoil(recoil_amount.x)
SignalBus.emit_signal("shot_fired")
if fire_mode != 0:
cycle_count -= 1
elif !anim_player.is_playing() and cycle_count != 0:
anim_player.play("empty")
audio_empty.play()
func tracker_checker(_delta):
if player.bullet_ray.is_colliding():
var spawn_loc = player.bullet_ray.get_collision_point()
var distance_to_point = self.global_position.distance_to(spawn_loc)
var scale_adjusted = distance_to_point/5
tracker_check_mesh.global_transform.origin = spawn_loc
tracker_check_mesh.global_rotation = Vector3(0,0,0)
tracker_check_mesh.scale = Vector3(scale_adjusted,scale_adjusted,scale_adjusted)
if check_track == true and Input.is_action_just_released("shoot"):
fire_tracker()
check_track = false
func fire_tracker():
anim_player.play("fire_tracker")
var instance_tracker = tracker_marker.instantiate()
if player.bullet_ray.is_colliding():
var spawn_loc = player.bullet_ray.get_collision_point()
var spawn_parent = player.bullet_ray.get_collider()
if spawn_parent != null:
spawn_parent.add_child(instance_tracker)
instance_tracker.global_transform.origin = spawn_loc
instance_tracker.anim_player.play("mark")
tracker = instance_tracker
tracker_check_mesh.visible = false
func remove_tracker():
if tracker != null:
tracker.remove()
tracker = null
func check_ammo():
if GameGlobals.gun_ammo[gun_name] == 0 and GameGlobals.ammo_reserve[str(ammo_type)] > 0:
anim_player.play("reload")
audio_reload.play()
func reload():
if tracker != null:
anim_player.play("remove_tracker")
else:
if GameGlobals.gun_ammo[gun_name] < max_ammo and player.gun.anim_player.get_current_animation() != "reload" and GameGlobals.ammo_reserve[str(ammo_type)] > 0:
anim_player.play("reload")
audio_reload.play()
remove_tracker()
if anim_player.is_playing() and anim_player.current_animation == "reload":
if GameGlobals.gun_ammo[gun_name] == 0:
GameGlobals.gun_ammo[gun_name] = 0
else:
GameGlobals.gun_ammo[gun_name] = 1
func spawn_mag():
var instance_mag = mag.instantiate()
instance_mag.position = mag_ejector.global_position
instance_mag.transform.basis = mag_ejector.global_transform.basis
get_tree().get_root().add_child(instance_mag)
func spawn_casing():
# Casing transform
var instance_casing = casing.instantiate()
instance_casing.position = casing_ejector.global_position
instance_casing.transform.basis = casing_ejector.global_transform.basis
instance_casing.player_velocity = player.velocity * transform.basis
get_tree().get_root().add_child(instance_casing)
func bullet_fire():
var instance_bullet
instance_bullet = bullet.instantiate()
instance_bullet.position = barrel_raycast.global_position
instance_bullet.transform.basis = barrel_raycast.global_transform.basis
instance_bullet.bullet_speed = bullet_speed
instance_bullet.player_velocity = player.velocity * transform.basis
instance_bullet.bullet_drop = bullet_drop
instance_bullet.random_spread_amt = random_spread_amt
instance_bullet.bullet_damage = bullet_damage
instance_bullet.bullet_force_mod = bullet_force_mod
instance_bullet.bullet_target = tracker
instance_bullet.instance_bullethole = bullethole.instantiate()
instance_bullet.player_position = player.global_position
get_tree().get_root().add_child(instance_bullet)
func swapped_out():
tracker_check_mesh.visible = false
queue_free()

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@@ -1 +0,0 @@
uid://c6npw0lul1llg

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@@ -8,7 +8,6 @@ class_name weapon_resource
@export_enum("Mag","Revolver","Bolt Action") var reload_type = 0
@export var bullet : bullet_resource
@export_enum("Auto", "Single", "Burst") var fire_mode: int
@export var hitscan_range : float = 100 ##for hitscan and melee weapons
@export var fov_zoom_amt = .98
@export var ads : bool = false
@export var recoil_amount : Vector3 = Vector3(.05,.05,.05)
@@ -22,6 +21,12 @@ class_name weapon_resource
@export_group("Gun Assets")
@export var casing : Resource
@export var mag : Resource
@export_group("Vibration Settings")
@export var vibration_weak_magnitude : float = .1
@export var vibration_strong_magnitude : float = .5
@export var vibration_duration = .1
@export_group("Revolver Settings")
@export var chamber_rot_amount = 60.0
@export_group("Shotgun Settings")
@export var shotgun_spread : Vector3 = Vector3(.1,.1,.1)
@export var pellets_per_shot : int = 20
@@ -29,3 +34,5 @@ class_name weapon_resource
@export var blast_power : float = 50.0
@export_group("Tracker Settings")
@export var tracker_asset : Resource
@export_group("Hitscan Settings")
@export var hitscan_range : float = 100 ##for hitscan and melee weapons

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@@ -152,7 +152,7 @@ func spawn_mag():
get_tree().get_root().add_child(instance_mag)
func spawn_casing():
if weapon_info.casing != null:
if weapon_info.casing != null and casing_ejector != null:
# Casing transform
var instance_casing = weapon_info.casing.instantiate()
instance_casing.position = casing_ejector.global_position
@@ -207,6 +207,7 @@ func tracker_checker(_delta):
func shotgun_pellet_spawn():
audio_fire.play()
spawn_casing()
var pellets_remaining = weapon_info.pellets_per_shot
while pellets_remaining > 0:
@@ -255,15 +256,12 @@ func projectile_initialize():
func bullet_fire():
audio_fire.play()
get_tree().current_scene.add_child(projectile_initialize())
if casing_ejector != null:
spawn_casing()
spawn_casing()
vibration()
if chamber != null:
revolver_chamber_rot_amt += 60
revolver_chamber_rot_amt += weapon_info.chamber_rot_amount
if weapon_info.smoke_enabled:
spawn_muzzle_smoke()
if casing_ejector != null:
spawn_casing()
player.recoil.add_recoil(Vector3(0,weapon_info.recoil_amount.y,weapon_info.recoil_amount.z),10,10)
player.recoil.add_gun_recoil(weapon_info.recoil_amount.x)
@@ -286,4 +284,4 @@ func melee_collider_disable():
melee_collision_shape.disabled = true
func vibration():
Input.start_joy_vibration(0,.1,.5,.1)
Input.start_joy_vibration(0,weapon_info.vibration_weak_magnitude,weapon_info.vibration_strong_magnitude,weapon_info.vibration_duration)