Files
fps_project_1/scripts/blunderbus.gd
2024-11-27 11:36:07 -06:00

149 lines
4.7 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(.2,0,0)
@export var spread : Vector3 = Vector3(1,1,1)
@export var kick_amount : float = 5
@export var max_ammo = 15
@export var start_mags = 3
@export var pellets_per_shot = 12
@export var bullet_damage = 1
@export var bullet_force_mod = 5
@export var blast_power = 50.0
@export var bullet_speed : float = 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 bullet : Resource
@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 smoke: GPUParticles3D = $BlunderbusHandle/Blunderbus/Smoke
@onready var player = get_tree().current_scene.player
@onready var level_control = get_tree().current_scene
@onready var ammo_current
@onready var smoke_timer: Timer = $SmokeTimer
@onready var fire_smoke: GPUParticles3D = $BlunderbusHandle/Blunderbus/fire_smoke
var rng = RandomNumberGenerator.new()
var gun_index
#var ammo_current
var ammo_reserve
# Called when the node enters the scene tree for the first time.
func _ready():
#smoke.emitting = false
start_position = self.position
start_rotation = self.rotation
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):
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:
if !anim_player.is_playing():
anim_player.play("shoot")
barrel_smoke(fire_smoke,true)
elif !anim_player.is_playing() and cycle_count != 0:
anim_player.play("empty")
audio_empty.play()
func fire():
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()
pellet_spawn()
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)
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
#get_tree().get_root().add_child(instance_mag)
func pellet_spawn():
var pellets_remaining = pellets_per_shot
while pellets_remaining > 0:
var lv_x = rng.randf_range(-spread.x,spread.x)
var lv_y = rng.randf_range(-spread.y,spread.y)
# instance bullet
var instance_bullet = bullet.instantiate()
instance_bullet.position = player.bullet_ray.global_position
instance_bullet.transform.basis = player.bullet_ray.global_transform.basis
instance_bullet.linear_velocity += instance_bullet.transform.basis * Vector3(lv_x, lv_y, -bullet_speed) + player.velocity
instance_bullet.bullet_damage = bullet_damage
instance_bullet.bullet_force_mod = bullet_force_mod
instance_bullet.player_position = player.global_position
get_tree().get_root().add_child(instance_bullet)
pellets_remaining -= 1
func barrel_smoke(particle_system, emitting_state):
particle_system.emitting = emitting_state
smoke_timer.start()
func swapped_out():
queue_free()
func _on_smoke_timer_timeout() -> void:
barrel_smoke(smoke, false)
barrel_smoke(fire_smoke, false)