extends Node3D @export_group("Gun Feel") @export var gun_name : String @export_enum("Auto", "Single", "Burst") var fire_mode: int @export var hitscan_enabled : bool = false @export var fov_zoom_amt = .98 @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 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 tracker_indicator : 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 ammo_current @onready var tracker_marker = load("res://assets/tracker_marker.tscn") @onready var tracker_indicator_material = tracker_indicator.get_surface_override_material(0) var tracker : Node var tracker_check_mesh var check_track : bool = false var start_position var start_rotation var random_spread_start var cycle_count_start var cycle_count var rng = RandomNumberGenerator.new() var gun_index #var ammo_current var ammo_reserve const tracker_null_color = Color(0.743, 0.359, 0) const tracker_assigned_color = Color(0, 0.853, 0) # Called when the node enters the scene tree for the first time. func _ready(): tracker_check_mesh = tracker_marker.instantiate() get_tree().get_root().add_child(tracker_check_mesh) tracker_check_mesh.visible = false random_spread_start = random_spread_amt ammo_current = level_control.ammo_current[gun_index] ammo_reserve = level_control.ammo_reserve[gun_index] 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): if tracker != null: tracker_indicator_material.emission = tracker_assigned_color look_at(tracker.global_position) else: tracker_indicator_material.emission = tracker_null_color rotation = lerp(rotation, Vector3(0,0,0), _delta * 4) if check_track: tracker_checker(_delta) 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 !anim_player.is_playing(): if tracker == null and Input.is_action_just_pressed("shoot"): check_track = true tracker_check_mesh.visible = true tracker_check_mesh.anim_player.play("check") if tracker != null and !check_track: fire() func fire(): 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") bullet_fire() spawn_casing() player.recoil.add_recoil(Vector3(0,recoil_amount.y,recoil_amount.z),10,10) player.recoil.add_gun_recoil(recoil_amount.x) if fire_mode != 0: cycle_count -= 1 elif !anim_player.is_playing() and cycle_count != 0: anim_player.play("empty") audio_empty.play() func tracker_checker(_delta): if player.bullet_ray.is_colliding(): var spawn_loc = player.bullet_ray.get_collision_point() var distance_to_point = self.global_position.distance_to(spawn_loc) var scale_adjusted = distance_to_point/5 tracker_check_mesh.global_transform.origin = spawn_loc tracker_check_mesh.global_rotation = Vector3(0,0,0) tracker_check_mesh.scale = Vector3(scale_adjusted,scale_adjusted,scale_adjusted) if check_track == true and Input.is_action_just_released("shoot"): fire_tracker() check_track = false func fire_tracker(): anim_player.play("fire_tracker") var instance_tracker = tracker_marker.instantiate() if player.bullet_ray.is_colliding(): var spawn_loc = player.bullet_ray.get_collision_point() var spawn_parent = player.bullet_ray.get_collider() if spawn_parent != null: spawn_parent.add_child(instance_tracker) instance_tracker.global_transform.origin = spawn_loc instance_tracker.anim_player.play("mark") tracker = instance_tracker tracker_check_mesh.visible = false func remove_tracker(): if tracker != null: tracker.remove() tracker = null func reload(): if tracker != null: anim_player.play("remove_tracker") else: 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: anim_player.play("reload") audio_reload.play() remove_tracker() 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 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 bullet_fire(): var instance_bullet if hitscan_enabled: instance_bullet = bullet_fake.instantiate() else: instance_bullet = bullet.instantiate() instance_bullet.position = barrel_raycast.global_position #shoot bullet from real gun if gun is folded up if player.gun_folded == false: instance_bullet.transform.basis = barrel_raycast.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.bullet_target = tracker instance_bullet.instance_bullethole = bullethole.instantiate() instance_bullet.player_position = player.global_position get_tree().current_scene.add_child(instance_bullet) func swapped_out(): tracker_check_mesh.visible = false queue_free()