72 lines
2.0 KiB
GDScript
72 lines
2.0 KiB
GDScript
extends RigidBody3D
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@export var collision_shape = Node
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@export var despawning = false
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@export var despawn_time_s = 10
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@export_enum("Ammo", "Stamina", "Health", "Money","Weapon") var pickupType: int
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@onready var level_control = get_tree().current_scene
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@onready var timer: Timer = $Timer
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var pickupable = false
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var pick_up = false
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var rand_amt
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var player_follow
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var player
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# Called when the node enters the scene tree for the first time.
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func _ready():
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add_to_group("pickup")
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add_to_group("spawned")
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#find player
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player = level_control.player
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rand_amt = randi_range(25,100)
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if despawning == true:
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timer.wait_time = despawn_time_s
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timer.start()
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func _physics_process(delta):
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if player_follow != null:
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if !pick_up:
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despawning = false
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angular_velocity = lerp(angular_velocity, Vector3(0,0,0), delta)
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position = lerp(position, player.item_holder.global_position, 25 * delta)
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if abs(position - player.item_holder.global_position) < Vector3(.5,.5,.5):
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await get_tree().create_timer(1).timeout
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position = lerp(position, player.camera.global_position, .01 * delta)
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await get_tree().create_timer(.01).timeout
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picked_up()
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func picked_up():
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player.pickup_sound.pitch_scale = 1 + randf_range(-.3,.3)
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player.pickup_sound.play()
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match pickupType:
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# Ammo
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0:
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var ammo_add_amount : int = (rand_amt * .01) * player.gun.max_ammo #this is ugly and I don't like it but it works to force the random amount into being treated as float
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level_control.ammo_reserve[level_control.current_gun_index] += ammo_add_amount
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print("ammo + " +str(ammo_add_amount))
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# Stamina
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1:
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var stamina_add_amount = (rand_amt * .01) * player.MAX_STAMINA
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player.remaining_stamina += stamina_add_amount
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print("stamina + " +str(stamina_add_amount))
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# Health
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2:
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level_control.health += 1
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# Money
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3:
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level_control.money += rand_amt
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queue_free()
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func _on_timer_timeout() -> void:
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if despawning == true:
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collision_shape.disabled = true
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await get_tree().create_timer(1).timeout
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self.queue_free()
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