Files
fps_project_1/scripts/item_pickup_v2.gd
2025-01-17 16:04:03 -06:00

108 lines
2.7 KiB
GDScript

extends RigidBody3D
var despawning = false
var despawn_time_s = 10
var mesh_activated = false
var value
@export_enum("Ammo", "Stamina", "Health", "Money","Weapon") var pickup_type: int
var ammo_type
@onready var collision_shape: CollisionShape3D = $CollisionShape3D2
@onready var timer: Timer = $Timer
## MESHES
#AMMO
@onready var light_ammo: MeshInstance3D = $Meshes/Ammo/light_ammo
@onready var medium_ammo: MeshInstance3D = $Meshes/Ammo/medium_ammo
@onready var heavy_ammo: MeshInstance3D = $Meshes/Ammo/heavy_ammo
@onready var shotgun_ammo: MeshInstance3D = $Meshes/Ammo/shotgun_ammo
@onready var rocket: MeshInstance3D = $Meshes/Ammo/rocket
@onready var stamina: MeshInstance3D = $Meshes/stamina
@onready var health: MeshInstance3D = $Meshes/health
@onready var money: Node3D = $Meshes/money
var magnetable = false
var pickupable = false
var pick_up = false
var rand_amt
var player_follow
var player
# Called when the node enters the scene tree for the first time.
func _ready():
if despawning == true:
timer.wait_time = despawn_time_s
timer.start()
func _physics_process(delta):
if !mesh_activated:
activate_mesh()
if player_follow != null:
if !pick_up:
if magnetable:
despawning = false
angular_velocity = lerp(angular_velocity, Vector3(0,0,0), delta)
position = lerp(position, player.item_holder.global_position, 25 * delta)
if abs(position - player.item_holder.global_position) < Vector3(.5,.5,.5):
await get_tree().create_timer(1).timeout
position = lerp(position, player.camera.global_position, .01 * delta)
await get_tree().create_timer(.01).timeout
player.pickup_apply(pickup_type,ammo_type,value)
queue_free()
func _on_timer_timeout() -> void:
if despawning == true:
collision_shape.disabled = true
await get_tree().create_timer(1).timeout
self.queue_free()
func save():
var save_dict = {
"filename" : get_scene_file_path(),
"parent" : get_parent().get_path(),
"pos_x" : position.x,
"pos_y" : position.y,
"pos_z" : position.z,
"rot_x" : rotation.x,
"rot_y" : rotation.y,
"rot_z" : rotation.z,
"linear_velocity" : linear_velocity,
"angular_velocity" : angular_velocity,
"pickup_type" : pickup_type,
"ammo_type" : ammo_type,
"value" : value
}
return save_dict
func activate_mesh():
match pickup_type:
0:
match ammo_type:
0:
light_ammo.visible = true
1:
medium_ammo.visible = true #medium
2:
heavy_ammo.visible = true #heavy
3:
shotgun_ammo.visible = true #shotgun
4:
rocket.visible = true #rocket
1:
stamina.visible = true
2:
health.visible = true
3:
money.visible = true
mesh_activated = true
func _on_magnet_timer_timeout() -> void:
magnetable = true