172 lines
5.6 KiB
GDScript
172 lines
5.6 KiB
GDScript
extends Node3D
|
|
|
|
|
|
@export_group("Gun Feel")
|
|
@export var gun_name : String
|
|
@export_enum("Auto", "Single", "Burst") var fire_mode: int
|
|
@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")
|
|
@onready var ammo_current
|
|
|
|
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 level_control.ammo_reserve[gun_index] >= max_ammo:
|
|
level_control.ammo_current[gun_index] += max_ammo
|
|
level_control.ammo_reserve[gun_index] -= max_ammo
|
|
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]
|
|
|
|
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
|
|
#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")
|
|
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)
|
|
SaveLoad.shots_fired = SaveLoad.null_data_check(SaveLoad.shots_fired, 1)
|
|
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 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
|
|
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()
|