Files
fps_project_1/scripts/gun.gd
2024-07-14 17:45:23 -05:00

99 lines
3.1 KiB
GDScript

extends Node3D
var start_position
var start_rotation
var random_spread_start
@export_group("Gun Feel")
@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_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 = $"../../../../"
# 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
# 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():
if ammo > 0:
if !gun.anim_player.is_playing():
ammo -= 1
#RECOIL fix later to happen over a period of time
camera.rotation.x = clamp(lerp(camera.rotation.x, camera.rotation.x + gun.recoil_amount, delta * 10), deg_to_rad(-90), deg_to_rad(60))
#(ADD PLAYER KICK HERE. RELATIVE TO GUN POSITION)
gun.audio_fire.pitch_scale = 1 + rng.randf_range(-.2,.2)
gun.audio_fire.play()
gun.anim_player.play("shoot")
# shoot real bullet from camera
if gun_folded == false:
instance_bullet = gun.bullet.instantiate()
instance_bullet.position = bullet_ray.global_position
instance_bullet.transform.basis = bullet_ray.global_transform.basis
instance_bullet.bullet_speed = gun.bullet_speed
instance_bullet.bullet_drop = gun.bullet_drop
instance_bullet.random_spread_amt = gun.random_spread_amt
instance_bullet.gun = gun
get_parent().add_child(instance_bullet)
else:
instance_bullet = gun.bullet.instantiate()
instance_bullet.position = gun.barrel_raycast.global_position
instance_bullet.transform.basis = gun.barrel_raycast.global_transform.basis
instance_bullet.bullet_speed = gun.bullet_speed
instance_bullet.bullet_drop = gun.bullet_drop
instance_bullet.random_spread_amt = gun.random_spread_amt
instance_bullet.gun = gun
get_parent().add_child(instance_bullet)
# Casing transform
instance_casing = gun.casing.instantiate()
instance_casing.position = gun.casing_ejector.global_position
instance_casing.transform.basis = gun.casing_ejector.global_transform.basis
get_parent().add_child(instance_casing)
elif !gun.anim_player.is_playing():
gun.anim_player.play("empty")
gun.audio_empty.play()