extends Node3D var start_position var start_rotation var random_spread_start var cycle_count_start var cycle_count @export_group("Gun Feel") @export var gun_name : String @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 = $"../../../../" @onready var level_control = $"../../../../../" @onready var ammo_current var rng = RandomNumberGenerator.new() var gun_index #var ammo_current 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] 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): 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 player.reloading = false 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] player.reloading = false func shoot(player,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 #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)) player.weapon_recoil(delta) #(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.instance_bullethole = bullethole.instantiate() instance_bullet.gun = self get_tree().get_root().add_child(instance_bullet) # chamberspin transform elif !anim_player.is_playing() and cycle_count != 0: anim_player.play("empty") audio_empty.play() func reload(player,delta): if level_control.ammo_current[gun_index] < max_ammo and player.reloading == false 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 get_tree().get_root().add_child(instance_mag) func swapped_out(): queue_free()