gun folding seems mostly fixed
This commit is contained in:
@@ -36,8 +36,8 @@ var cycle_count
|
||||
@export var audio_empty : Node
|
||||
@export var audio_reload : Node
|
||||
|
||||
@onready var player = $"../../../../"
|
||||
@onready var level_control = $"../../../../../"
|
||||
@onready var player = get_tree().current_scene.player
|
||||
@onready var level_control = get_tree().current_scene
|
||||
@onready var ammo_current
|
||||
var rng = RandomNumberGenerator.new()
|
||||
var gun_index
|
||||
@@ -46,8 +46,6 @@ var ammo_reserve
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready():
|
||||
start_position = self.position
|
||||
start_rotation = self.rotation
|
||||
random_spread_start = random_spread_amt
|
||||
|
||||
ammo_current = level_control.ammo_current[gun_index]
|
||||
|
||||
@@ -54,6 +54,8 @@ var ammo
|
||||
var ammo_reserve
|
||||
var bullet_damage
|
||||
var def_weapon_holder_pos : Vector3
|
||||
var weapon_holder_start_rot
|
||||
var weapon_holder_start_pos
|
||||
var gun_folded = false
|
||||
var recoiling_fade = 0
|
||||
var bullet_destination
|
||||
@@ -90,6 +92,10 @@ var pickupmsg
|
||||
|
||||
|
||||
func _ready():
|
||||
|
||||
weapon_holder_start_rot = weapon_holder.rotation
|
||||
weapon_holder_start_pos = weapon_holder.position
|
||||
|
||||
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
|
||||
start_sensitivity = SENSITIVITY
|
||||
|
||||
@@ -102,11 +108,11 @@ func _ready():
|
||||
if AUDIO == false:
|
||||
AudioServer.set_bus_volume_db(0,-80)
|
||||
|
||||
func _unhandled_input(event):
|
||||
func _unhandled_input(event) -> void:
|
||||
if event is InputEventMouseMotion:
|
||||
self.rotate_y(-event.relative.x * SENSITIVITY)
|
||||
camera.rotate_x(-event.relative.y * SENSITIVITY)
|
||||
camera.rotation.x = clamp(camera.rotation.x, deg_to_rad(-90), deg_to_rad(85))
|
||||
head.rotate_x(-event.relative.y * SENSITIVITY)
|
||||
head.rotation.x = clamp(head.rotation.x, deg_to_rad(-90), deg_to_rad(85))
|
||||
mouse_input = event.relative
|
||||
|
||||
|
||||
@@ -235,12 +241,12 @@ func _physics_process(delta):
|
||||
|
||||
# Gun folding out of the way
|
||||
if gun_ray.is_colliding():
|
||||
gun.rotation = lerp(gun.rotation, Vector3(1, -1, -.25), delta * 10)
|
||||
gun.position = lerp(gun.position, Vector3(gun.start_position.x-.15,gun.start_position.y +.2,gun.start_position.z +.6),(delta*10))
|
||||
weapon_holder.rotation = lerp(weapon_holder.rotation, Vector3(2, -1, -1), delta * 7)
|
||||
weapon_holder.position = lerp(weapon_holder.position, Vector3(-.02,-.1,.06),(delta * 7))
|
||||
gun_folded = true
|
||||
elif !gun_ray.is_colliding():
|
||||
gun.rotation = lerp(gun.rotation, gun.start_rotation,delta*7)
|
||||
gun.position = lerp(gun.position, gun.start_position,delta*7)
|
||||
weapon_holder.rotation = lerp(weapon_holder.rotation, weapon_holder_start_rot,delta*7)
|
||||
weapon_holder.position = lerp(weapon_holder.position, weapon_holder_start_pos,delta*7)
|
||||
gun_folded = false
|
||||
|
||||
#Weapon Swap Up
|
||||
@@ -302,6 +308,8 @@ func _on_pick_up_magnet_body_entered(body):
|
||||
func weapon_tilt(input_x, delta):
|
||||
if weapon_holder:
|
||||
weapon_holder.rotation.z = lerp(weapon_holder.rotation.z, -input_x * weapon_rotation_amount * 10, 4 * delta)
|
||||
if camera:
|
||||
camera.rotation.z = lerp(camera.rotation.z, -input_x * .1, 5 * delta)
|
||||
|
||||
func weapon_sway(delta):
|
||||
mouse_input = lerp(mouse_input, Vector2.ZERO, 10 * delta)
|
||||
@@ -320,5 +328,6 @@ func weapon_bob(vel : float, delta):
|
||||
weapon_holder.position.x = lerp(weapon_holder.position.x, def_weapon_holder_pos.x, .1 * delta)
|
||||
|
||||
func weapon_recoil(delta):
|
||||
var recoil_to = camera.rotation.x + gun.recoil_amount
|
||||
camera.rotation.x = clamp(lerp(camera.rotation.x,recoil_to, .05), deg_to_rad(-90), deg_to_rad(85))
|
||||
pass
|
||||
#var recoil_to = camera.rotation.x + gun.recoil_amount
|
||||
#camera.rotation.x = clamp(lerp(camera.rotation.x,recoil_to, .05), deg_to_rad(-90), deg_to_rad(85))
|
||||
|
||||
Reference in New Issue
Block a user