killbox/scenes_old_2/weapon/generic_weapon_controller.gd
2025-02-18 13:30:48 +01:00

84 lines
2.3 KiB
GDScript

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