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 var gun_icon : Texture2D @export_enum("Auto", "Single", "Burst") var fire_mode: int @export var fov_zoom_amt = .98 @export var ads : bool = false @export var recoil_amount : Vector3 = Vector3(.2,0,0) @export var spread : Vector3 = Vector3(1,1,1) @export var kick_amount : float = 5 @export var max_ammo = 15 @export var start_mags = 3 @export var pellets_per_shot = 12 @export var bullet_damage = 1 @export var bullet_force_mod = 5 @export var blast_power = 50.0 @export var bullet_speed : float = 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 bullet : Resource @export_subgroup("Raycast Nodes") @export var anim_player : Node @export var barrel_raycast : Node @export_subgroup("Audio Clips") @export var audio_fire : Node @export var audio_empty : Node @export var audio_reload : Node @onready var smoke: GPUParticles3D = $BlunderbusHandle/Blunderbus/Smoke @onready var player = get_tree().current_scene.player @onready var level_control = get_tree().current_scene @onready var ammo_current @onready var smoke_timer: Timer = $SmokeTimer @onready var fire_smoke: GPUParticles3D = $BlunderbusHandle/Blunderbus/fire_smoke 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(): #smoke.emitting = false 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 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: if !anim_player.is_playing(): anim_player.play("shoot") elif !anim_player.is_playing() and cycle_count != 0: anim_player.play("empty") audio_empty.play() func fire(): level_control.ammo_current[gun_index] -= 1 audio_fire.pitch_scale = 1 + rng.randf_range(-fire_pitch_scale_amt,fire_pitch_scale_amt) audio_fire.play() pellet_spawn() vibration() fire_smoke.restart() fire_smoke.emitting = true smoke_timer.start() 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) 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 pellet_spawn(): var pellets_remaining = pellets_per_shot while pellets_remaining > 0: var lv_x = rng.randf_range(-spread.x,spread.x) var lv_y = rng.randf_range(-spread.y,spread.y) # instance bullet var instance_bullet = bullet.instantiate() instance_bullet.position = player.bullet_ray.global_position instance_bullet.transform.basis = player.bullet_ray.global_transform.basis instance_bullet.linear_velocity += instance_bullet.transform.basis * Vector3(lv_x, lv_y, -bullet_speed) + player.velocity instance_bullet.bullet_damage = bullet_damage instance_bullet.bullet_force_mod = bullet_force_mod instance_bullet.player_position = player.global_position get_tree().get_root().add_child(instance_bullet) pellets_remaining -= 1 func swapped_out(): queue_free() func _on_smoke_timer_timeout() -> void: smoke.restart() smoke.emitting = true smoke_timer.stop() func vibration(): Input.start_joy_vibration(0,.5,.9,.2)