extends Node3D var start_position var start_rotation var random_spread_start var cycle_count_start var cycle_count @export_group("Gun Feel") @export_enum("Auto", "Single", "Burst") var fire_mode: int @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 var fire_pitch_scale_amt = .2 @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 = $"../../../../" var rng = RandomNumberGenerator.new() # 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 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 _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(player,delta): if player.ammo > 0 and cycle_count > 0: if !anim_player.is_playing(): player.ammo -= 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 #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.bullet_drop = bullet_drop instance_bullet.random_spread_amt = random_spread_amt instance_bullet.gun = self get_tree().get_root().add_child(instance_bullet) # Casing transform var instance_casing = casing.instantiate() instance_casing.position = casing_ejector.global_position instance_casing.transform.basis = casing_ejector.global_transform.basis get_tree().get_root().add_child(instance_casing) if fire_mode == 1 or fire_mode == 2: cycle_count -= 1 elif !anim_player.is_playing() and cycle_count != 0: anim_player.play("empty") audio_empty.play() func reload(player,delta): if player.ammo < max_ammo and player.reloading == false and player.ammo_reserve > 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 else: player.ammo = 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 get_tree().get_root().add_child(instance_mag)