open-strike-2/scenes/weapon/generic_weapon_controller.gd
2025-02-04 18:35:44 +03:00

56 lines
2.1 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
# bullet speed in m/s
@export var bullet_speed: int = 0
@export var bullet_spread_script: Resource
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
if bullet_spread_script:
bullet_spread_script = bullet_spread_script.new()
bullet_spread_script.reset_spread()
@onready var bullet_trace_distance: Node3D = $BulletTraceDistance
@onready var bullet_trail_end: Node3D = $BulletTrailEnd
func shoot() -> Error:
var bullet_start_node: Node3D = bullet_trace_distance.find_child("Start")
var bullet_end_node: Node3D = bullet_trace_distance.find_child("End")
if bullet_start_node and bullet_end_node:
var direction: Vector3 = bullet_end_node.position
if bullet_spread_script:
var spread_offset: Vector3 = bullet_spread_script.get_spread_offset()
direction += spread_offset
direction = direction.normalized()
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 bullet_distance: float = 100
var bullet_end_position: Vector3 = bullet_start_node.position + direction * bullet_distance
var node: MeshInstance3D = scene.instantiate()
node.init(bullet_start_node.position, bullet_end_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
# -- TODO: It should not be hardcoded
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func reset_spread() -> void:
if bullet_spread_script:
bullet_spread_script.reset_spread()