added the ability to spawn in with only one gun
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@@ -1,11 +1,10 @@
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[gd_scene load_steps=52 format=3 uid="uid://dyop6vk3rgkkb"]
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[gd_scene load_steps=51 format=3 uid="uid://dyop6vk3rgkkb"]
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[ext_resource type="Script" path="res://scripts/LevelManager.gd" id="1_orhgl"]
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[ext_resource type="Texture2D" uid="uid://dqs06ic3vjtwk" path="res://assets/Models/asphalt1.albedo.jpg" id="1_w4rag"]
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[ext_resource type="PackedScene" uid="uid://brl0bsqjl5dg3" path="res://assets/mac_10.tscn" id="2_6rjit"]
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[ext_resource type="PackedScene" uid="uid://drwae3loscbw7" path="res://assets/player.tscn" id="2_f87c2"]
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[ext_resource type="PackedScene" uid="uid://d1j6ktsmxfq6e" path="res://assets/spider.tscn" id="3_cvvjo"]
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[ext_resource type="PackedScene" uid="uid://dslxb3psx30vp" path="res://assets/pistol1.tscn" id="3_gjst3"]
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[ext_resource type="PackedScene" uid="uid://20csd6dmwj4y" path="res://assets/jump_platform.tscn" id="4_8nxyr"]
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[ext_resource type="PackedScene" uid="uid://dws2vwfxubqvb" path="res://assets/cannon.tscn" id="5_28rul"]
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[ext_resource type="PackedScene" uid="uid://bpkmyd3wvqi5p" path="res://assets/boombox.tscn" id="6_xrg7k"]
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@@ -416,11 +415,9 @@ size = Vector3(16.265, 5.07275, 15.3267)
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script = ExtResource("1_orhgl")
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player = NodePath("Player")
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gun_1 = ExtResource("2_6rjit")
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gun_2 = ExtResource("3_gjst3")
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[node name="Player" parent="." instance=ExtResource("2_f87c2")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -4.0295, 1.4435, 21.1166)
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WALK_SPEED = 6.0
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weapon_sway_amount = 0.07
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weapon_rotation_amount = 0.07
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File diff suppressed because one or more lines are too long
@@ -6,21 +6,25 @@ extends Node3D
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@export var gun_1 : Resource
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@export var gun_2 : Resource
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var held_guns = []
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var ammo_current = [0,0]
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var ammo_reserve = [0,0]
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var ammo_current = [0]
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var ammo_reserve = [0]
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var guns_dict = {}
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var current_gun_index
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# Called when the node enters the scene tree for the first time.
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func _ready():
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#Set up starting guns and ammo
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held_guns = [gun_1,gun_2]
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held_guns = [gun_1]
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var instance_gun = held_guns[0].instantiate()
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var instance_gun_2 = held_guns[1].instantiate()
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ammo_current[1] = instance_gun_2.max_ammo
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ammo_reserve[1] = instance_gun_2.max_ammo * instance_gun_2.start_mags
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ammo_current[0] = instance_gun.max_ammo
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ammo_reserve[0] = instance_gun.max_ammo * instance_gun.start_mags
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if gun_2 != null:
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held_guns.append(gun_2)
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var instance_gun_2 = held_guns[1].instantiate()
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ammo_current.append(instance_gun_2.max_ammo)
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ammo_reserve.append(instance_gun_2.max_ammo * instance_gun_2.start_mags)
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# Spawn first gun
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current_gun_index = 0
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gun_spawn(0)
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