class_name WeaponController extends Node3D @export_category("WeaponController") # --------------------------------------------------------------------- # Main weapon params # --------------------------------------------------------------------- @export var damage: int = 0 # cooldown interval in seconds @export var cooldown: float = 0 @export var mag_capacity: int = 0 # bullet speed in m/s @export var bullet_speed: int = 200 @export var bullet_spread_script: GDScript var map_controller: MapController @onready var cooldown_timer: Timer = $CooldownTimer var can_shoot: bool = true # Called when the node enters the scene tree for the first time. func _ready() -> void: cooldown_timer.wait_time = cooldown @onready var bullet_trace_distance: Node3D = $BulletTraceDistance @onready var gun_animation = $ShotAnimation func shoot() -> Error: if can_shoot: can_shoot = false var bullet_start_node: Node3D = bullet_trace_distance.find_child("Start") var bullet_end_node: Node3D = bullet_trace_distance.find_child("End") gun_animation.play("shot") cooldown_timer.start() if bullet_start_node and bullet_end_node: var path := "res://scenes/weapon/misc/bullet_trail_generic.tscn" if not ResourceLoader.exists(path): return ERR_DOES_NOT_EXIST var scene: PackedScene = ResourceLoader.load(path) if not scene.can_instantiate(): return ERR_CANT_OPEN var node: MeshInstance3D = scene.instantiate() node.init(bullet_start_node.position, bullet_end_node.position) #var root := get_tree().get_root() bullet_start_node.add_child(node) return OK else: push_warning("Couldn't generate a bullet trace, no distance node found") return ERR_BUG return OK # -- TODO: It should not be hardcoded func set_map_controller(map_node: MapController): map_controller = map_node func attack(bullet_starting_point: Node3D): if can_shoot: can_shoot = false map_controller.spawn_bullet(bullet_starting_point, bullet_speed, damage) cooldown_timer.start() func make_invisible() -> void: for child in find_children("*"): if child is MeshInstance3D: child.set_layer_mask_value(1, false) child.set_layer_mask_value(20, false) # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta: float) -> void: pass func _on_cooldown_timer_timeout() -> void: can_shoot = true