Make it possible to dynamically set weapon parans
This commit is contained in:
@ -1,7 +1,7 @@
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extends Node3D
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const SPEED = 200 # 200
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@export var speed: int = 0
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@export var damage: int = 0
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@onready var mesh = $RigidBody3D/MeshInstance3D
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@onready var rigid_body_3d: RigidBody3D = $RigidBody3D
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@onready var ray = $RigidBody3D/RayCast3D
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@ -15,9 +15,9 @@ func _ready() -> void:
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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var time_per_frame: float = 1 / Engine.get_frames_per_second()
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var distance: float = time_per_frame * SPEED * 1.5
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var distance: float = time_per_frame * speed * 1.5
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ray.target_position.z = distance
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position += transform.basis * Vector3(0, 0, SPEED) * delta
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position += transform.basis * Vector3(0, 0, speed) * delta
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rigid_body_3d.set_use_continuous_collision_detection(true)
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#ray.collision_mask = 1
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#ray.enabled = 1
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@ -26,7 +26,7 @@ func _process(delta):
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if collider != null and collider.is_in_group("target"):
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ray.get_collider().take_damage()
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if collider != null and collider.is_in_group("body"):
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ray.get_collider().hit()
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ray.get_collider().hit(damage)
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rigid_body_3d.visible = false
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particles.emitting = true
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#if ray.get_collider().is_in_group("body"):
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41
scenes/weapon/generic_weapon_controller.gd
Normal file
41
scenes/weapon/generic_weapon_controller.gd
Normal file
@ -0,0 +1,41 @@
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extends Node3D
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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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# bullet speed in m/s
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@export var bullet_speed: int = 0
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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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pass # Replace with function body.
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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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func shoot() -> Error:
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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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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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# -- TODO: It should not be hardcoded
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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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@ -1,18 +0,0 @@
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extends Node3D
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const SPEED = 10
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@onready var mesh = $Object_10
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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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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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position += transform.basis * Vector3(0, 0, SPEED) * delta
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func _on_timer_timeout():
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queue_free()
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@ -1,6 +1,4 @@
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[gd_scene load_steps=5 format=4 uid="uid://dn6imke7vnimn"]
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[ext_resource type="Script" path="res://scenes/weapon/guns/ak/bullet.gd" id="1_rbbkb"]
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[gd_scene load_steps=4 format=4 uid="uid://dn6imke7vnimn"]
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_ledbj"]
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resource_name = "stell"
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@ -45,7 +43,6 @@ shadow_mesh = SubResource("ArrayMesh_mgmay")
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[node name="Bullet" type="Node3D"]
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transform = Transform3D(10, 0, 0, 0, 10, 0, 0, 0, 10, 0, 0, 0)
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script = ExtResource("1_rbbkb")
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[node name="Object_10" type="MeshInstance3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, -4.37114e-08, -1, 0, 1, -4.37114e-08, 0, 0, 0)
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@ -1,10 +0,0 @@
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extends MeshInstance3D
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var trail_length = 2.0
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var speed = 10.0
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func _process(delta):
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global_transform.origin += transform.basis.z * speed * delta
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scale.x = max(scale.x - delta, 100)
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scale.y = max(scale.y - delta, 100)
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scale.z = max(scale.z - delta, 100)
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@ -1,7 +1,7 @@
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[gd_scene load_steps=55 format=4 uid="uid://dtvo21mk1webd"]
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[ext_resource type="Script" path="res://scenes/weapon/guns/ak/with_hands.gd" id="1_2iqts"]
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[ext_resource type="PackedScene" uid="uid://dab7jttp7ywfh" path="res://scenes/weapon/guns/ak/gun.tscn" id="1_aaafm"]
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[ext_resource type="Script" path="res://scenes/weapon/generic_weapon_controller.gd" id="1_h1xyo"]
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[ext_resource type="PackedScene" uid="uid://bjyltbtx45cqs" path="res://scenes/weapon/misc/bullet_trace_distance.tscn" id="3_5ff4y"]
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_tg27p"]
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@ -553,7 +553,10 @@ blend_shape_mode = 0
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shadow_mesh = SubResource("ArrayMesh_he3sr")
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[node name="WithHands" type="Node3D"]
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script = ExtResource("1_2iqts")
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script = ExtResource("1_h1xyo")
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damage = 50
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cooldown = 0.2
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bullet_speed = 200
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[node name="Gun" parent="." instance=ExtResource("1_aaafm")]
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