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