Files
fps_project_1/scripts/gun.gd
2025-01-15 15:33:57 -06:00

179 lines
5.8 KiB
GDScript

extends Node3D
@export_group("Gun Feel")
@export var gun_name : String
@export var gun_icon : Texture2D
@export_enum("Light", "Medium", "Heavy", "Shotgun", "Rocket") var ammo_type: int
@export_enum("Auto", "Single", "Burst") var fire_mode: int
@export var gun_info : gun_stats
@export var hitscan_enabled : bool = false
@export var fov_zoom_amt = .98
@export var ads : bool = false
@export var recoil_amount : Vector3 = Vector3(.2,.05,.05)
@export var kick_amount : float = .1
@export var max_ammo = 15
@export var start_mags = 3
@export var bullet_damage = 1
@export var smoke_enabled : bool = false
@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 r_hand_location : Node
@export var l_hand_location : Node
@export var flare_light : Node
@export var bullet : Resource
@export var bullet_fake : 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 = get_tree().current_scene.player
@onready var level_control = get_tree().current_scene
@onready var muzzle_smoke = preload("res://assets/muzzle_smoke.tscn")
var start_position
var start_rotation
var random_spread_start
var cycle_count_start
var cycle_count
var rng = RandomNumberGenerator.new()
var gun_index
# Called when the node enters the scene tree for the first time.
func _ready():
random_spread_start = random_spread_amt
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 player.ammo_reserve[str(ammo_type)] >= max_ammo:
player.gun_ammo[gun_name] += max_ammo
player.ammo_reserve[str(ammo_type)] -= max_ammo
else:
player.gun_ammo[gun_name] += player.ammo_reserve[str(ammo_type)]
player.ammo_reserve[str(ammo_type)] -= player.ammo_reserve[str(ammo_type)]
func shoot(delta):
print("GUN AMMO: ",player.gun_ammo)
print("RESERVE AMMO: ",player.ammo_reserve)
if player.gun_ammo[gun_name] > 0 and cycle_count > 0:
if !anim_player.is_playing():
player.gun_ammo[gun_name] -= 1
#audio and anims
audio_fire.pitch_scale = 1 + rng.randf_range(-fire_pitch_scale_amt,fire_pitch_scale_amt)
audio_fire.play()
anim_player.play("shoot")
vibration()
bullet_fire()
hitscan_fire()
spawn_casing()
if smoke_enabled:
spawn_muzzle_smoke()
player.recoil.add_recoil(Vector3(0,recoil_amount.y,recoil_amount.z),10,10)
player.recoil.add_gun_recoil(recoil_amount.x)
#player.velocity += player.bullet_ray.global_basis * Vector3(0,0, kick_amount)
SignalBus.emit_signal("shot_fired")
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():
if player.gun_ammo[gun_name] < max_ammo and player.gun.anim_player.get_current_animation() != "reload" and player.ammo_reserve[str(ammo_type)] > 0:
#player.reloading = true
anim_player.play("reload")
audio_reload.play()
if anim_player.is_playing() and anim_player.current_animation == "reload":
if player.gun_ammo[gun_name] == 0:
player.gun_ammo[gun_name] = 0
else:
player.gun_ammo[gun_name] = 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
instance_mag.linear_velocity += transform.basis * Vector3(0, -20, 0) + player.velocity
get_tree().get_root().add_child(instance_mag)
func spawn_casing():
# Casing transform
var instance_casing = casing.instantiate()
instance_casing.position = casing_ejector.global_position
instance_casing.transform.basis = casing_ejector.global_transform.basis
instance_casing.player_velocity = player.velocity * transform.basis
get_tree().get_root().add_child(instance_casing)
func spawn_muzzle_smoke():
var instance_smoke = muzzle_smoke.instantiate()
instance_smoke.global_transform.basis = barrel_raycast.global_transform.basis
add_child(instance_smoke)
func bullet_fire():
var instance_bullet
if hitscan_enabled:
instance_bullet = bullet_fake.instantiate()
else:
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.player_velocity = player.velocity * transform.basis
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_position = player.global_position
get_tree().current_scene.add_child(instance_bullet)
func hitscan_fire():
if hitscan_enabled:
# Fire hitscan
if player.gun_folded == false:
player.bullet_ray.hitscan_fire(bullet_damage,bullet_force_mod,bullethole)
else:
barrel_raycast.hitscan_fire(bullet_damage,bullet_force_mod,bullethole)
func swapped_out():
queue_free()
func vibration():
Input.start_joy_vibration(0,.1,.5,.1)