143 lines
4.5 KiB
GDScript
143 lines
4.5 KiB
GDScript
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_enum("Auto", "Single", "Burst") var fire_mode: int
|
|
@export var fov_zoom_amt = .98
|
|
@export var recoil_amount = .2
|
|
@export var max_ammo = 15
|
|
@export var start_mags = 3
|
|
@export var bullet_damage = 1
|
|
@export var bullet_force_mod = 5.0
|
|
@export var bullet_speed = 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 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 = $"../../../../"
|
|
@onready var level_control = $"../../../../../"
|
|
@onready var ammo_current
|
|
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():
|
|
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
|
|
#player.reloading = false
|
|
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]
|
|
#player.reloading = false
|
|
|
|
func shoot(delta):
|
|
|
|
if level_control.ammo_current[gun_index] > 0 and cycle_count > 0:
|
|
if !anim_player.is_playing():
|
|
level_control.ammo_current[gun_index] -= 1
|
|
#RECOIL --- fix later to happen over a period of time
|
|
#(ADD PLAYER KICK HERE. RELATIVE TO GUN POSITION)
|
|
audio_fire.pitch_scale = 1 + rng.randf_range(-fire_pitch_scale_amt,fire_pitch_scale_amt)
|
|
audio_fire.play()
|
|
anim_player.play("shoot")
|
|
# instance bullet
|
|
var instance_bullet = bullet.instantiate()
|
|
instance_bullet.position = player.bullet_ray.global_position
|
|
#shoot bullet from real gun if gun is folded up
|
|
if player.gun_folded == false:
|
|
instance_bullet.transform.basis = player.bullet_ray.global_transform.basis
|
|
else:
|
|
instance_bullet.transform.basis = barrel_raycast.global_transform.basis
|
|
instance_bullet.bullet_speed = bullet_speed
|
|
instance_bullet.bullet_drop = bullet_drop
|
|
instance_bullet.random_spread_amt = random_spread_amt
|
|
instance_bullet.bullet_damage = bullet_damage
|
|
instance_bullet.bullet_force_mod = bullet_force_mod
|
|
instance_bullet.instance_bullethole = bullethole.instantiate()
|
|
instance_bullet.player = player
|
|
get_tree().get_root().add_child(instance_bullet)
|
|
|
|
# Casing transform
|
|
var instance_casing = casing.instantiate()
|
|
instance_casing.position = casing_ejector.global_position
|
|
instance_casing.transform.basis = casing_ejector.global_transform.basis
|
|
get_tree().get_root().add_child(instance_casing)
|
|
player.weapon_recoil(delta)
|
|
if fire_mode != 0:
|
|
cycle_count -= 1
|
|
|
|
elif !anim_player.is_playing() and cycle_count != 0:
|
|
anim_player.play("empty")
|
|
audio_empty.play()
|
|
|
|
func reload(delta):
|
|
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 spawn_mag():
|
|
var instance_mag = mag.instantiate()
|
|
instance_mag.position = mag_ejector.global_position
|
|
instance_mag.transform.basis = mag_ejector.global_transform.basis
|
|
get_tree().get_root().add_child(instance_mag)
|
|
|
|
func swapped_out():
|
|
queue_free()
|