Files
fps_project_1/scripts/trackerGun.gd
2024-11-24 20:48:18 -06:00

212 lines
6.8 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 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 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 tracker_indicator : 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 ammo_current
@onready var tracker_marker = load("res://assets/tracker_marker.tscn")
@onready var tracker_indicator_material = tracker_indicator.get_surface_override_material(0)
var tracker : Node
var tracker_check_mesh
var check_track : bool = false
var start_position
var start_rotation
var random_spread_start
var cycle_count_start
var cycle_count
var rng = RandomNumberGenerator.new()
var gun_index
#var ammo_current
var ammo_reserve
const tracker_null_color = Color(0.743, 0.359, 0)
const tracker_assigned_color = Color(0, 0.853, 0)
# Called when the node enters the scene tree for the first time.
func _ready():
tracker_check_mesh = tracker_marker.instantiate()
get_tree().get_root().add_child(tracker_check_mesh)
tracker_check_mesh.visible = false
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):
if tracker != null:
tracker_indicator_material.emission = tracker_assigned_color
else:
tracker_indicator_material.emission = tracker_null_color
if check_track:
tracker_checker(_delta)
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 !anim_player.is_playing():
if tracker == null and Input.is_action_just_pressed("shoot"):
check_track = true
tracker_check_mesh.visible = true
tracker_check_mesh.anim_player.play("check")
if tracker != null and !check_track:
fire()
func fire():
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()
spawn_casing()
player.recoil.add_recoil(Vector3(0,recoil_amount.y,recoil_amount.z),10,10)
player.recoil.add_gun_recoil(recoil_amount.x)
if fire_mode != 0:
cycle_count -= 1
elif !anim_player.is_playing() and cycle_count != 0:
anim_player.play("empty")
audio_empty.play()
func tracker_checker(_delta):
if player.bullet_ray.is_colliding():
var spawn_loc = player.bullet_ray.get_collision_point()
tracker_check_mesh.global_transform.origin = spawn_loc
tracker_check_mesh.global_rotation = Vector3(0,0,0)
if check_track == true and Input.is_action_just_released("shoot"):
fire_tracker()
check_track = false
func fire_tracker():
anim_player.play("fire_tracker")
var instance_tracker = tracker_marker.instantiate()
if player.bullet_ray.is_colliding():
var spawn_loc = player.bullet_ray.get_collision_point()
var spawn_parent = player.bullet_ray.get_collider()
if spawn_parent != null:
spawn_parent.add_child(instance_tracker)
instance_tracker.global_transform.origin = spawn_loc
instance_tracker.anim_player.play("mark")
tracker = instance_tracker
tracker_check_mesh.visible = false
func remove_tracker():
if tracker != null:
tracker.remove()
func reload():
if tracker != null:
remove_tracker()
else:
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()
remove_tracker()
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 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 bullet_fire():
var instance_bullet
if hitscan_enabled:
instance_bullet = bullet_fake.instantiate()
else:
instance_bullet = bullet.instantiate()
instance_bullet.position = barrel_raycast.global_position
#shoot bullet from real gun if gun is folded up
if player.gun_folded == false:
instance_bullet.transform.basis = barrel_raycast.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.bullet_target = tracker
instance_bullet.instance_bullethole = bullethole.instantiate()
instance_bullet.player_position = player.global_position
get_tree().current_scene.add_child(instance_bullet)
func swapped_out():
tracker_check_mesh.visible = false
queue_free()