added realtime day night cycle based on system time
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@@ -6,7 +6,6 @@ extends RigidBody3D
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@onready var level_control = get_tree().current_scene
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var pickupable = true
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var gun_already_held = false
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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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@@ -18,14 +17,17 @@ func _process(delta):
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pass
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func picked_up():
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var spawn_gun = gun_resource.instantiate()
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var gun_held = false
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#check if gun is owned
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for i in GameGlobals.held_guns:
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if i == gun_resource:
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gun_already_held = true
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gun_held = true
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if !gun_already_held:
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var spawn_gun = gun_resource.instantiate()
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if spawn_gun.weapon_info.weapon_type == 0:
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level_control.player.add_ammo(true,spawn_gun.weapon_info.gun_name,spawn_gun.weapon_info.bullet.ammo_type,spawn_gun.weapon_info.max_ammo,spawn_gun.weapon_info.start_mags)
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if spawn_gun.weapon_info.weapon_type == 0:
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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)
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if !gun_held:
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GameGlobals.held_guns.append(gun_resource)
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var instance_gun = gun_resource.instantiate()
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var weapon_id = GameGlobals.held_guns.size() - 1
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@@ -35,6 +37,17 @@ func picked_up():
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SignalBus.emit_signal("weapon_list_changed")
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queue_free()
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func add_ammo(new_gun,gun_name,ammo_type,special_bullet_name,max_ammo,start_mags):
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if new_gun:
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GameGlobals.gun_ammo[gun_name] = max_ammo
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if GameGlobals.ammo_reserve.has(str(ammo_type)):
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GameGlobals.ammo_reserve[str(ammo_type)] += start_mags * max_ammo
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else:
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GameGlobals.ammo_reserve[str(ammo_type)] = start_mags * max_ammo
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print("GUN AMMO ",GameGlobals.gun_ammo)
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print("RESERVE AMMO ", GameGlobals.ammo_reserve)
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func save():
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var save_dict = {
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"filename" : get_scene_file_path(),
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