ammo working through weapon manager

This commit is contained in:
derek
2024-07-15 13:21:13 -05:00
parent 06b8229db1
commit f2ff68b7fa
5 changed files with 659 additions and 19 deletions

View File

@@ -35,8 +35,12 @@ var cycle_count
@export var audio_reload : Node
@onready var player = $"../../../../"
@onready var level_control = $"../../../../../"
@onready var ammo_current
var rng = RandomNumberGenerator.new()
var level_control
var gun_index
#var ammo_current
var ammo_reserve
# Called when the node enters the scene tree for the first time.
func _ready():
@@ -44,7 +48,9 @@ func _ready():
start_rotation = self.rotation
random_spread_start = random_spread_amt
level_control = get_tree().get_root()
ammo_current = level_control.ammo_current[gun_index]
ammo_reserve = level_control.ammo_reserve[gun_index]
if fire_mode == 0:
cycle_count = 1
@@ -64,27 +70,26 @@ func _process(delta):
func reload_finished():
if player.ammo_reserve >= max_ammo:
player.ammo += max_ammo
player.ammo_reserve -= max_ammo
if level_control.ammo_reserve[gun_index] >= max_ammo:
level_control.ammo_current[gun_index] += max_ammo
level_control.ammo_reserve[gun_index] -= max_ammo
player.reloading = false
else:
player.ammo += player.ammo_reserve
player.ammo_reserve -= player.ammo_reserve
level_control.ammo_current[gun_index] += level_control.ammo_reserve[gun_index]
level_control.ammo_reserve[gun_index] -= level_control.ammo_reserve[gun_index]
player.reloading = false
func shoot(player,delta):
if player.ammo > 0 and cycle_count > 0:
if level_control.ammo_current[gun_index] > 0 and cycle_count > 0:
if !anim_player.is_playing():
player.ammo -= 1
level_control.ammo_current[gun_index] -= 1
#RECOIL --- fix later to happen over a period of time
player.camera.rotation.x = clamp(lerp(player.camera.rotation.x, player.camera.rotation.x + recoil_amount, delta * 10), deg_to_rad(-90), deg_to_rad(60))
#(ADD PLAYER KICK HERE. RELATIVE TO GUN POSITION)
audio_fire.pitch_scale = 1 + rng.randf_range(-fire_pitch_scale_amt,fire_pitch_scale_amt)
audio_fire.play()
anim_player.play("shoot")
# instance bullet
var instance_bullet = bullet.instantiate()
instance_bullet.position = player.bullet_ray.global_position
@@ -114,15 +119,15 @@ func shoot(player,delta):
audio_empty.play()
func reload(player,delta):
if player.ammo < max_ammo and player.reloading == false and player.ammo_reserve > 0:
if level_control.ammo_current[gun_index] < max_ammo and player.reloading == false and level_control.ammo_reserve[gun_index] > 0:
player.reloading = true
anim_player.play("reload")
audio_reload.play()
if anim_player.is_playing() and anim_player.current_animation == "reload":
if player.ammo == 0:
player.ammo = 0
if level_control.ammo_current[gun_index] == 0:
level_control.ammo_current[gun_index] = 0
else:
player.ammo = 1
level_control.ammo_current[gun_index] = 1
func spawn_mag():
var instance_mag = mag.instantiate()