extends Node3D @export_group("Gun Feel") @export var gun_name : String @export var gun_icon : Texture2D @export_enum("Auto", "Single", "Burst") var fire_mode: int @export var hitscan_enabled : bool = false @export var fov_zoom_amt = .98 @export var ads : bool = false @export var recoil_amount : Vector3 = Vector3(.2,.05,.05) @export var kick_amount : float = .1 @export var max_ammo = 15 @export var start_mags = 3 @export var bullet_damage = 1 @export var smoke_enabled : bool = false @export var bullet_force_mod = 5.0 @export var bullet_speed = 150 @export var bullet_drop = .3 @export var random_spread_amt = 1.0 @export var fire_pitch_scale_amt = .2 @export_group("Gun Assets") @export_subgroup("Main Assets") @export var r_hand_location : Node @export var l_hand_location : Node @export var flare_light : Node @export var bullet : Resource @export var bullet_fake : 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 = get_tree().current_scene.player @onready var level_control = get_tree().current_scene @onready var muzzle_smoke = preload("res://assets/muzzle_smoke.tscn") @onready var ammo_current var start_position var start_rotation var random_spread_start var cycle_count_start var cycle_count var rng = RandomNumberGenerator.new() var gun_index # Called when the node enters the scene tree for the first time. func _ready(): random_spread_start = random_spread_amt if fire_mode == 0: cycle_count = 1 cycle_count_start = 1 elif fire_mode == 1: cycle_count = 1 cycle_count_start = 1 elif fire_mode == 2: cycle_count = 3 cycle_count_start = 3 # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(_delta): pass func reload_finished(): 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 else: level_control.ammo_current[gun_index] += level_control.ammo_reserve[gun_index] level_control.ammo_reserve[gun_index] -= level_control.ammo_reserve[gun_index] func shoot(delta): if level_control.ammo_current[gun_index] > 0 and cycle_count > 0: if !anim_player.is_playing(): level_control.ammo_current[gun_index] -= 1 #audio and anims audio_fire.pitch_scale = 1 + rng.randf_range(-fire_pitch_scale_amt,fire_pitch_scale_amt) audio_fire.play() anim_player.play("shoot") vibration() bullet_fire() hitscan_fire() spawn_casing() if smoke_enabled: spawn_muzzle_smoke() player.recoil.add_recoil(Vector3(0,recoil_amount.y,recoil_amount.z),10,10) player.recoil.add_gun_recoil(recoil_amount.x) #player.velocity += player.bullet_ray.global_basis * Vector3(0,0, kick_amount) SaveLoad.shots_fired = SaveLoad.null_data_check(SaveLoad.shots_fired, 1) if fire_mode != 0: cycle_count -= 1 elif !anim_player.is_playing() and cycle_count != 0: anim_player.play("empty") audio_empty.play() func reload(): if level_control.ammo_current[gun_index] < max_ammo and player.gun.anim_player.get_current_animation() != "reload" 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 level_control.ammo_current[gun_index] == 0: level_control.ammo_current[gun_index] = 0 else: level_control.ammo_current[gun_index] = 1 func spawn_mag(): var instance_mag = mag.instantiate() instance_mag.position = mag_ejector.global_position instance_mag.transform.basis = mag_ejector.global_transform.basis instance_mag.linear_velocity += transform.basis * Vector3(0, -20, 0) + player.velocity get_tree().get_root().add_child(instance_mag) func spawn_casing(): # Casing transform var instance_casing = casing.instantiate() instance_casing.position = casing_ejector.global_position instance_casing.transform.basis = casing_ejector.global_transform.basis instance_casing.player_velocity = player.velocity * transform.basis get_tree().get_root().add_child(instance_casing) func spawn_muzzle_smoke(): var instance_smoke = muzzle_smoke.instantiate() instance_smoke.global_transform.basis = barrel_raycast.global_transform.basis add_child(instance_smoke) func bullet_fire(): var instance_bullet if hitscan_enabled: instance_bullet = bullet_fake.instantiate() else: instance_bullet = bullet.instantiate() instance_bullet.position = player.bullet_ray.global_position #shoot bullet from real gun if gun is folded up if player.gun_folded == false: instance_bullet.transform.basis = player.bullet_ray.global_transform.basis else: instance_bullet.transform.basis = barrel_raycast.global_transform.basis instance_bullet.bullet_speed = bullet_speed instance_bullet.player_velocity = player.velocity * transform.basis instance_bullet.bullet_drop = bullet_drop instance_bullet.random_spread_amt = random_spread_amt instance_bullet.bullet_damage = bullet_damage instance_bullet.bullet_force_mod = bullet_force_mod instance_bullet.instance_bullethole = bullethole.instantiate() instance_bullet.player_position = player.global_position get_tree().current_scene.add_child(instance_bullet) func hitscan_fire(): if hitscan_enabled: # Fire hitscan if player.gun_folded == false: player.bullet_ray.hitscan_fire(bullet_damage,bullet_force_mod,bullethole) else: barrel_raycast.hitscan_fire(bullet_damage,bullet_force_mod,bullethole) func swapped_out(): queue_free() func vibration(): Input.start_joy_vibration(0,.1,.5,.1)