99 lines
3.1 KiB
GDScript
99 lines
3.1 KiB
GDScript
extends Node3D
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var start_position
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var start_rotation
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var random_spread_start
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@export_group("Gun Feel")
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@export var recoil_amount = .2
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@export var max_ammo = 15
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@export var start_mags = 3
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@export var bullet_damage = 1
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@export var kick_amount = 1
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@export var bullet_speed = 150
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@export var bullet_drop = .3
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@export var random_spread_amt = 1.0
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@export_group("Gun Assets")
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@export_subgroup("Main Assets")
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@export var flare_light : Node
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@export var bullet : Resource
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@export var bullethole : Resource
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@export var casing : Resource
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@export var mag : Resource
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@export_subgroup("Raycast Nodes")
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@export var anim_player : Node
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@export var barrel_raycast : Node
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@export var casing_ejector : Node
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@export var mag_ejector : Node
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@export_subgroup("Audio Clips")
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@export var audio_fire : Node
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@export var audio_empty : Node
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@export var audio_reload : Node
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@onready var player = $"../../../../"
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# Called when the node enters the scene tree for the first time.
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func _ready():
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start_position = self.position
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start_rotation = self.rotation
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random_spread_start = random_spread_amt
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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pass
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func _on_gun_anims_animation_finished(anim_name):
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if anim_name == "reload":
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if player.ammo_reserve >= max_ammo:
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player.ammo += max_ammo
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player.ammo_reserve -= max_ammo
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player.reloading = false
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else:
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player.ammo += player.ammo_reserve
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player.ammo_reserve -= player.ammo_reserve
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player.reloading = false
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func shoot():
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if ammo > 0:
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if !gun.anim_player.is_playing():
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ammo -= 1
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#RECOIL fix later to happen over a period of time
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camera.rotation.x = clamp(lerp(camera.rotation.x, camera.rotation.x + gun.recoil_amount, delta * 10), deg_to_rad(-90), deg_to_rad(60))
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#(ADD PLAYER KICK HERE. RELATIVE TO GUN POSITION)
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gun.audio_fire.pitch_scale = 1 + rng.randf_range(-.2,.2)
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gun.audio_fire.play()
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gun.anim_player.play("shoot")
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# shoot real bullet from camera
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if gun_folded == false:
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instance_bullet = gun.bullet.instantiate()
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instance_bullet.position = bullet_ray.global_position
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instance_bullet.transform.basis = bullet_ray.global_transform.basis
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instance_bullet.bullet_speed = gun.bullet_speed
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instance_bullet.bullet_drop = gun.bullet_drop
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instance_bullet.random_spread_amt = gun.random_spread_amt
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instance_bullet.gun = gun
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get_parent().add_child(instance_bullet)
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else:
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instance_bullet = gun.bullet.instantiate()
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instance_bullet.position = gun.barrel_raycast.global_position
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instance_bullet.transform.basis = gun.barrel_raycast.global_transform.basis
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instance_bullet.bullet_speed = gun.bullet_speed
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instance_bullet.bullet_drop = gun.bullet_drop
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instance_bullet.random_spread_amt = gun.random_spread_amt
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instance_bullet.gun = gun
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get_parent().add_child(instance_bullet)
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# Casing transform
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instance_casing = gun.casing.instantiate()
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instance_casing.position = gun.casing_ejector.global_position
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instance_casing.transform.basis = gun.casing_ejector.global_transform.basis
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get_parent().add_child(instance_casing)
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elif !gun.anim_player.is_playing():
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gun.anim_player.play("empty")
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gun.audio_empty.play()
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