Files
fps_project_1/scripts/revolver_1.gd
2024-12-02 16:24:41 -06:00

186 lines
6.3 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 : Vector3 = Vector3(1,.1,.1)
@export var recoil_speed_change : float = 4
@export var max_ammo = 15
@export var start_mags = 3
@export var bullet_damage = 1
@export var kick_amount = 1
@export var bullet_force_mod = 5
@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 chamber : Node
@export var bullet : Resource
@export var bullethole : Resource
@export var spawn_casing : Resource
@export_subgroup("Revolver/Casings")
@export var casing0 : Node
@export var casing1 : Node
@export var casing2 : Node
@export var casing3 : Node
@export var casing4 : Node
@export var casing5 : Node
@export var casing_spawn0 : Node
@export var casing_spawn1 : Node
@export var casing_spawn2 : Node
@export var casing_spawn3 : Node
@export var casing_spawn4 : Node
@export var casing_spawn5 : Node
@export_subgroup("Revolver/Bullets")
@export var bullet0 : Node
@export var bullet1 : Node
@export var bullet2 : Node
@export var bullet3 : Node
@export var bullet4 : Node
@export var bullet5 : Node
@export_subgroup("Raycast Nodes")
@export var anim_player : Node
@export var barrel_raycast : 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 ammo_current
var casing_array = []
var casing_spawn_array = []
var bullet_array = []
var rng = RandomNumberGenerator.new()
var gun_index
var casings_chamber_last
# 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
casings_chamber_last = max_ammo
casing_array = [casing0,casing1,casing2,casing3,casing4,casing5]
casing_spawn_array = [casing_spawn0,casing_spawn1,casing_spawn2,casing_spawn3,casing_spawn4,casing_spawn5]
bullet_array = [bullet0,bullet1,bullet2,bullet3,bullet4,bullet5]
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 max ammo in reserve fill all the way
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
casings_chamber_last = max_ammo
for i in casing_array:
i.visible = true
for i in bullet_array:
i.visible = true
player.reloading = false
#if not max ammo in reserve add remaining ammo
else:
level_control.ammo_current[gun_index] += level_control.ammo_reserve[gun_index]
var casings_in_chamber = level_control.ammo_reserve[gun_index]
casings_chamber_last = level_control.ammo_reserve[gun_index]
level_control.ammo_reserve[gun_index] -= level_control.ammo_reserve[gun_index]
while casings_in_chamber > 0:
casing_array[casings_in_chamber].visible = true
bullet_array[casings_in_chamber].visible = true
casings_in_chamber -= 1
await get_tree().create_timer(.01).timeout
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
audio_fire.pitch_scale = 1 + rng.randf_range(-fire_pitch_scale_amt,fire_pitch_scale_amt)
audio_fire.play()
anim_player.play("shoot") #actual bullet spawn triggered by animation
#knocks player back, use on bigger guns player.velocity += player.bullet_ray.global_basis * Vector3(0,0, kick_amount)
if fire_mode != 0:
cycle_count -= 1
elif !anim_player.is_playing() and cycle_count != 0:
anim_player.play("empty")
audio_empty.play()
func fire(delta):
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.bullet_damage = bullet_damage
instance_bullet.random_spread_amt = random_spread_amt
instance_bullet.bullet_force_mod = bullet_force_mod
instance_bullet.player_position = player.global_position
instance_bullet.player_velocity = (player.velocity * player.transform.basis)
instance_bullet.instance_bullethole = bullethole.instantiate()
get_tree().get_root().add_child(instance_bullet)
player.recoil.add_recoil(Vector3(0,recoil_amount.y,recoil_amount.z),10,recoil_speed_change)
player.recoil.add_gun_recoil(recoil_amount.x)
chamber.rotate_object_local(Vector3(0,-1,0),deg_to_rad(60))
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:
anim_player.play("reload")
audio_reload.play()
for i in bullet_array:
i.visible = false
if anim_player.is_playing() and anim_player.current_animation == "reload":
level_control.ammo_current[gun_index] = 0
func spawn_casings():
for i in casing_array:
i.visible = false
if casings_chamber_last > 0:
var instance_casing = spawn_casing.instantiate()
instance_casing.position = i.global_position
instance_casing.random_rotation = false
instance_casing.transform.basis = i.global_transform.basis
instance_casing.player_velocity = player.velocity * transform.basis
instance_casing.rotation.x += deg_to_rad(90)
instance_casing.linear_velocity.y = -(8 + rng.randf_range(0,3))
get_tree().get_root().add_child(instance_casing)
casings_chamber_last -= 1
func swapped_out():
queue_free()