Files
fps_project_1/scripts/item_pickup.gd
derek 3a450169c0 item pickup work
added extra stop before player eats the item so you can see what you've gathered
2024-10-01 17:02:40 -05:00

73 lines
2.0 KiB
GDScript

extends RigidBody3D
@export var collision_shape = Node
@export var despawning = false
@export var despawn_time_s = 10
@export_enum("Ammo", "Stamina", "Health", "Money","Weapon") var pickupType: int
@onready var level_control = get_tree().current_scene
@onready var timer: Timer = $Timer
var pickupable = false
var pick_up = false
var rand_amt
var player_follow
var player
# Called when the node enters the scene tree for the first time.
func _ready():
add_to_group("pickup")
add_to_group("spawned")
#find player
player = level_control.player
rand_amt = randi_range(25,100)
if despawning == true:
timer.wait_time = despawn_time_s
timer.start()
func _physics_process(delta):
if player_follow != null and !pick_up:
despawning = false
position = lerp(position, player.item_holder.global_position, 25 * delta)
if abs(position - player.item_holder.global_position) < Vector3(.5,.5,.5):
await get_tree().create_timer(3).timeout
pick_up = true
if pick_up:
position = lerp(position, player.camera.global_position, 5 * delta)
if abs(global_position - player.camera.global_position) < Vector3(.5,.5,.5):
pickupable = true
func picked_up():
player.pickup_sound.pitch_scale = 1 + randf_range(-.3,.3)
player.pickup_sound.play()
match pickupType:
# Ammo
0:
var ammo_add_amount : int = (rand_amt * .01) * player.gun.max_ammo #this is ugly and I don't like it but it works to force the random amount into being treated as float
level_control.ammo_reserve[level_control.current_gun_index] += ammo_add_amount
print("ammo + " +str(ammo_add_amount))
# Stamina
1:
var stamina_add_amount = (rand_amt * .01) * player.MAX_STAMINA
player.remaining_stamina += stamina_add_amount
print("stamina + " +str(stamina_add_amount))
# Health
2:
level_control.health += 1
# Money
3:
level_control.money += rand_amt
queue_free()
func _on_timer_timeout() -> void:
if despawning == true:
collision_shape.disabled = true
await get_tree().create_timer(1).timeout
self.queue_free()