extends Node3D var start_position var start_rotation var random_spread_start @export_group("Gun Feel") @export var recoil_amount = .2 @export var max_ammo = 15 @export var start_mags = 3 @export var bullet_damage = 1 @export var kick_amount = 1 @export var bullet_speed = 150 @export var bullet_drop = .3 @export var random_spread_amt = 1.0 @export_group("Gun Assets") @export_subgroup("Main Assets") @export var flare_light : Node @export var bullet : 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 = $"../../../../" # 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 # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta): pass func _on_gun_anims_animation_finished(anim_name): if anim_name == "reload": if player.ammo_reserve >= max_ammo: player.ammo += max_ammo player.ammo_reserve -= max_ammo player.reloading = false else: player.ammo += player.ammo_reserve player.ammo_reserve -= player.ammo_reserve player.reloading = false func shoot(): if ammo > 0: if !gun.anim_player.is_playing(): ammo -= 1 #RECOIL fix later to happen over a period of time camera.rotation.x = clamp(lerp(camera.rotation.x, camera.rotation.x + gun.recoil_amount, delta * 10), deg_to_rad(-90), deg_to_rad(60)) #(ADD PLAYER KICK HERE. RELATIVE TO GUN POSITION) gun.audio_fire.pitch_scale = 1 + rng.randf_range(-.2,.2) gun.audio_fire.play() gun.anim_player.play("shoot") # shoot real bullet from camera if gun_folded == false: instance_bullet = gun.bullet.instantiate() instance_bullet.position = bullet_ray.global_position instance_bullet.transform.basis = bullet_ray.global_transform.basis instance_bullet.bullet_speed = gun.bullet_speed instance_bullet.bullet_drop = gun.bullet_drop instance_bullet.random_spread_amt = gun.random_spread_amt instance_bullet.gun = gun get_parent().add_child(instance_bullet) else: instance_bullet = gun.bullet.instantiate() instance_bullet.position = gun.barrel_raycast.global_position instance_bullet.transform.basis = gun.barrel_raycast.global_transform.basis instance_bullet.bullet_speed = gun.bullet_speed instance_bullet.bullet_drop = gun.bullet_drop instance_bullet.random_spread_amt = gun.random_spread_amt instance_bullet.gun = gun get_parent().add_child(instance_bullet) # Casing transform instance_casing = gun.casing.instantiate() instance_casing.position = gun.casing_ejector.global_position instance_casing.transform.basis = gun.casing_ejector.global_transform.basis get_parent().add_child(instance_casing) elif !gun.anim_player.is_playing(): gun.anim_player.play("empty") gun.audio_empty.play()