Files
fps_project_1/scripts/LevelManager.gd

58 lines
1.7 KiB
GDScript

extends Node3D
@export var player : Node
@export var money = 250
@export var health = 3
@export var MAX_PARTICLES = 100
@export var gun_1 : Resource
@export var gun_2 : Resource
var held_guns = []
var ammo_current = [0]
var ammo_reserve = [0]
var guns_dict = {}
var current_gun_index
var particle_number = 0
# Called when the node enters the scene tree for the first time.
func _ready():
#Set up starting guns and ammo
held_guns = [gun_1]
var instance_gun = held_guns[0].instantiate()
ammo_current[0] = instance_gun.max_ammo
ammo_reserve[0] = instance_gun.max_ammo * instance_gun.start_mags
if gun_2 != null:
held_guns.append(gun_2)
var instance_gun_2 = held_guns[1].instantiate()
ammo_current.append(instance_gun_2.max_ammo)
ammo_reserve.append(instance_gun_2.max_ammo * instance_gun_2.start_mags)
# Spawn first gun
current_gun_index = 0
gun_spawn(0)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(_delta):
print(particle_number)
func gun_spawn(index):
#loop around if scrolling past available guns
if index > held_guns.size() - 1:
index = 0
elif index < 0:
index = held_guns.size() - 1
current_gun_index = index
var instance_gun = held_guns[index].instantiate()
instance_gun.global_transform.origin = player.weapon_spawner.position
player.gun = instance_gun
player.def_weapon_holder_pos = player.weapon_holder.position
player.ammo = player.gun.max_ammo
player.ammo_reserve = player.gun.max_ammo * player.gun.start_mags
player.gun_fire_pitch_starting = player.gun.audio_fire.pitch_scale
instance_gun.gun_index = index
instance_gun.anim_player.play("swap_in")
player.weapon_holder.add_child(instance_gun)