way too many changes to list, oops. big rewrite.
This commit is contained in:
312
PCs/hero.gd
312
PCs/hero.gd
@@ -1,8 +1,6 @@
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class_name Hero extends CharacterBody3D
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signal ready_state_changed(state: bool)
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signal spawned
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signal died
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@export var hero_class: HeroClass
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@export var camera: Camera3D
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@@ -18,14 +16,15 @@ signal died
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@export var hand_sprite: Sprite2D
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@export var interaction_raycast: RayCast3D
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@export var inventory: Inventory
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@export var gauntlet_card_1: CardInHand
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@export var gauntlet_card_2: CardInHand
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@export var gauntlet_cards: Array[CardInHand]
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@export var pause_menu_scene: PackedScene
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@export var hud: HUD
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@export var movement: PlayerMovement
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@export var sprint_zoom_speed: float = 0.2
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@export var player_name_tag: Label
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@export var weapon_swap_timer: Timer
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@export_subgroup("Audio")
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@export var ears: AudioListener3D
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@export var place_card_audio: AudioStreamPlayer
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@export var swap_card_audio: AudioStreamPlayer
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@@ -36,12 +35,16 @@ signal died
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@export var swap_off_audio: AudioStreamPlayer
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@export var swap_on_audio: AudioStreamPlayer
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var hovering_item: InteractButton = null
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var weapons_spawn_count: int = 0 #Used to prevent node name collisions for multiplayer
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var inventory_selected_index: int = 0
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var equipped_card: Card
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var offhand_card: Card
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var weapon: Weapon
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var offhand_weapon: Weapon
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#var equipped_card: Card
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#var offhand_card: Card
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var equipped_weapon: int = 0
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var weapons: Array[Weapon] = [null, null]
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var cards: Array[Card] = [null, null]
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#var weapon: Weapon
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#var offhand_weapon: Weapon
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var weapons_active: bool = false
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var paused: bool = false
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var editing_mode: bool = true
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@@ -77,8 +80,8 @@ func _ready() -> void:
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camera.set_visible(false)
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gun_camera.set_visible(false)
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hud.set_visible(false)
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if weapon != null:
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weapon.set_raycast_origin(camera)
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if weapons[equipped_weapon] != null:
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weapons[equipped_weapon].set_raycast_origin(camera)
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sprite.texture.atlas = hero_class.texture
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check_left_hand_valid()
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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@@ -106,8 +109,16 @@ func _process(delta: float) -> void:
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if editing_mode:
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if interaction_raycast.is_colliding() and interaction_raycast.get_collider() is InteractButton:
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hud.set_hover_text(interaction_raycast.get_collider().hover_text)
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if !hovering_item or hovering_item != interaction_raycast.get_collider():
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if hovering_item:
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hovering_item.disable_hover_effect()
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hovering_item = interaction_raycast.get_collider()
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hovering_item.enable_hover_effect()
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else:
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hud.unset_hover_text()
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if hovering_item:
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hovering_item.disable_hover_effect()
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hovering_item = null
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if edit_tool.is_looking_at_tower_base:
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card_sprites[0].view_tower()
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@@ -122,11 +133,21 @@ func _process(delta: float) -> void:
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currency -= button.press_cost
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if interaction_raycast.get_collider() is ItemCard:
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add_card(interaction_raycast.get_collider().pick_up())
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if Input.is_action_just_pressed("Equip In Gauntlet"):
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equip_weapon()
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if Input.is_action_just_pressed("Secondary Fire"):
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if equipped_card or offhand_card:
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swap_weapons()
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#if Input.is_action_just_pressed("Equip In Gauntlet"):
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# equip_weapon()
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#if Input.is_action_just_pressed("Secondary Fire"):
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# if equipped_card or offhand_card:
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# swap_weapons()
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if Input.is_action_just_pressed("Equip Primary Weapon"):
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if weapons[0]:
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unequip_weapon(0)
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else:
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equip_weapon(0)
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if Input.is_action_just_pressed("Equip Secondary Weapon"):
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if weapons[1]:
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unequip_weapon(1)
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else:
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equip_weapon(1)
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if Input.is_action_just_pressed("Select Next Card") and inventory.contents.size() > 1:
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increment_selected()
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swap_card_audio.play()
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@@ -137,26 +158,25 @@ func _process(delta: float) -> void:
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edit_tool.interact_key_held = true
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if Input.is_action_just_released("Primary Fire"):
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edit_tool.interact_key_held = false
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if weapon != null:
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weapon.release_trigger()
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weapon.release_second_trigger()
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if weapons[equipped_weapon] != null:
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weapons[equipped_weapon].release_trigger()
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weapons[equipped_weapon].release_second_trigger()
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else:
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if weapon and weapons_active:
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if weapons[equipped_weapon] and weapons_active:
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if Input.is_action_just_pressed("Primary Fire"):
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weapon.hold_trigger()
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weapons[equipped_weapon].hold_trigger()
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if Input.is_action_just_released("Primary Fire"):
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weapon.release_trigger()
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weapons[equipped_weapon].release_trigger()
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if Input.is_action_pressed("Secondary Fire"):
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weapon.hold_second_trigger()
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weapons[equipped_weapon].hold_second_trigger()
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if Input.is_action_just_released("Secondary Fire"):
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weapon.release_second_trigger()
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weapons[equipped_weapon].release_second_trigger()
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if Input.is_action_pressed("Primary Fire"):
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movement.can_sprint = false
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if Input.is_action_pressed("Secondary Fire"):
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movement.can_sprint = false
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if Input.is_action_just_pressed("Equip In Gauntlet"):
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if weapon and offhand_weapon:
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swap_weapons()
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swap_weapons()
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if movement.sprinting:
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movement.zoom_factor -= sprint_zoom_speed * delta
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@@ -214,10 +234,10 @@ func ready_self() -> void:
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func unready_self() -> void:
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if ready_state:
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ready_state = false
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if !equipped_card:
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hud.place_icon.set_visible(true)
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if !offhand_card:
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hud.swap_icon.set_visible(true)
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#if !equipped_card:
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# hud.place_icon.set_visible(true)
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#if !offhand_card:
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# hud.swap_icon.set_visible(true)
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hud.grow_wave_start_label()
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unready_audio.play()
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networked_set_ready_state(ready_state)
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@@ -242,7 +262,7 @@ func pause() -> void:
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func enter_editing_mode(value: int) -> void:
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gauntlet_sprite.set_visible(true)
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gauntlet_sprite.visible = true
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weapons_active = false
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hud.set_wave_count(value + 1)
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hud.set_energy_visible(false)
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@@ -250,30 +270,33 @@ func enter_editing_mode(value: int) -> void:
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hud.grow_wave_start_label()
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editing_mode = true
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edit_tool.enabled = true
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left_hand.set_visible(true)
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if weapon:
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weapon.release_trigger()
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weapon.set_visible(false)
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left_hand.visible = true
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if weapons[equipped_weapon]:
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weapons[equipped_weapon].release_trigger()
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weapons[equipped_weapon].visible = false
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func exit_editing_mode(value: int) -> void:
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gauntlet_sprite.set_visible(false)
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gauntlet_sprite.visible = false
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weapons_active = false
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hud.set_wave_count(value)
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if !weapon and offhand_weapon:
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swap_weapons()
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if weapon:
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#if !weapon and offhand_weapon:
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# swap_weapons()
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if weapons[equipped_weapon]:
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hud.set_energy_visible(true)
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#weapon.set_visible(false)
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weapon.current_energy = weapon.max_energy
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weapon.energy_changed.emit(weapon.current_energy)
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weapons[equipped_weapon].current_energy = weapons[equipped_weapon].max_energy
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#this had to be commented out coz the new energy bar thinks "energy changed" is "energy used"
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#weapons[equipped_weapon].energy_changed.emit(weapons[equipped_weapon].current_energy)
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var offhand_weapon: Weapon = weapons[0] if equipped_weapon == 1 else weapons[1]
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if offhand_weapon:
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hud.set_offhand_energy_visible(true)
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offhand_weapon.current_energy = offhand_weapon.max_energy
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offhand_weapon.energy_changed.emit(offhand_weapon.current_energy)
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#offhand_weapon.energy_changed.emit(offhand_weapon.current_energy)
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edit_tool.enabled = false
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edit_tool.delete_tower_preview()
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left_hand.set_visible(false)
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left_hand.visible = false
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hud.unset_hover_text()
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editing_mode = false
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weapon_swap_timer.start()
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@@ -282,112 +305,129 @@ func check_left_hand_valid() -> void:
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if !editing_mode:
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return
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if inventory.size == 0:
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left_hand_sprite.set_visible(false)
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left_hand_sprite.visible = false
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#gauntlet.texture.region = Rect2(64, 0, 64, 64)
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else:
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left_hand_sprite.set_visible(true)
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left_hand_sprite.visible = true
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#gauntlet.texture.region = Rect2(0, 0, 64, 64)
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var selected_card: Card = inventory.contents.keys()[inventory_selected_index]
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for index: int in card_sprites.size():
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if index < inventory.contents[selected_card]:
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card_sprites[index].set_visible(true)
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card_sprites[index].visible = true
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card_sprites[index].set_card(selected_card)
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#card_sprites[index].view_weapon()
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else:
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card_sprites[index].set_visible(false)
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card_sprites[index].visible = false
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func equip_weapon() -> void:
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if weapon != null:
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func equip_weapon(slot: int = 0) -> void:
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if weapons[slot] != null:
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unequip_weapon()
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return
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if inventory.size > 0:
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place_card_audio.play()
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equipped_card = inventory.remove_at(inventory_selected_index)
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if !inventory.contents.has(equipped_card):
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cards[slot] = inventory.remove_at(inventory_selected_index)
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if !inventory.contents.has(cards[slot]):
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decrement_selected()
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weapon = equipped_card.weapon_scene.instantiate()
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weapon.name = str(weapons_spawn_count)
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networked_equip_weapon.rpc(Data.cards.find(equipped_card), 0, weapons_spawn_count)
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weapons[slot] = cards[slot].weapon_scene.instantiate()
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weapons[slot].name = str(weapons_spawn_count)
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networked_equip_weapon.rpc(Data.cards.find(cards[slot]), 0, weapons_spawn_count)
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weapons_spawn_count += 1
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weapon.energy_changed.connect(hud.set_weapon_energy)
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weapon.set_multiplayer_authority(multiplayer.get_unique_id())
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gauntlet_card_1.set_card(equipped_card)
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hud.place_icon.set_visible(false)
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gauntlet_card_1.view_weapon()
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gauntlet_card_1.set_visible(true)
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weapon.set_hero(self)
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weapon.set_visible(false)
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right_hand.add_child(weapon)
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#weapons[slot].energy_changed.connect(hud.set_weapon_energy.bind(weapons[slot].stats.energy_type))
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weapons[slot].set_multiplayer_authority(multiplayer.get_unique_id())
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gauntlet_cards[slot].set_card(cards[slot])
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if slot == 0:
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hud.place_icon.visible = false
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else:
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hud.swap_icon.visible = false
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gauntlet_cards[slot].view_weapon()
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gauntlet_cards[slot].visible = true
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weapons[slot].set_hero(self)
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weapons[slot].visible = false
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right_hand.add_child(weapons[slot])
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check_left_hand_valid()
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if slot == 0:
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weapons[slot].energy_spent.connect(hud.new_energy_bar.use_energy)
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weapons[slot].energy_recharged.connect(hud.new_energy_bar.gain_energy)
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hud.new_energy_bar.max_energy = weapons[slot].max_energy
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if weapons[slot].stats.energy_type == Data.EnergyType.CONTINUOUS:
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hud.new_energy_bar.enable_progress_bar()
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if weapons[slot].stats.energy_type == Data.EnergyType.DISCRETE:
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hud.new_energy_bar.create_discrete_icons(weapons[slot].max_energy)
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else:
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weapons[slot].energy_spent.connect(hud.new_energy_bar2.use_energy)
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weapons[slot].energy_recharged.connect(hud.new_energy_bar2.gain_energy)
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hud.new_energy_bar2.max_energy = weapons[slot].max_energy
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if weapons[slot].stats.energy_type == Data.EnergyType.CONTINUOUS:
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hud.new_energy_bar2.enable_progress_bar()
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if weapons[slot].stats.energy_type == Data.EnergyType.DISCRETE:
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hud.new_energy_bar2.create_discrete_icons(weapons[slot].max_energy)
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func stow_weapon(slot: int = 0) -> void:
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weapons[slot].release_trigger()
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weapons[slot].release_second_trigger()
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weapons[slot].visible = false
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weapons[slot].energy_spent.disconnect(hud.new_energy_bar.use_energy)
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weapons[slot].energy_recharged.disconnect(hud.new_energy_bar.gain_energy)
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weapons[slot].energy_spent.connect(hud.new_energy_bar2.use_energy)
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weapons[slot].energy_recharged.connect(hud.new_energy_bar2.gain_energy)
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hud.set_offhand_energy(weapons[slot].current_energy)
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hud.new_energy_bar2.max_energy = weapons[slot].max_energy
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if weapons[slot].stats.energy_type == Data.EnergyType.CONTINUOUS:
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hud.new_energy_bar2.enable_progress_bar()
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if weapons[slot].stats.energy_type == Data.EnergyType.DISCRETE:
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hud.new_energy_bar2.create_discrete_icons(weapons[slot].max_energy)
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func show_weapon(slot: int = 0) -> void:
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weapons[slot].release_trigger()
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weapons[slot].release_second_trigger()
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weapons[slot].energy_spent.disconnect(hud.new_energy_bar2.use_energy)
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weapons[slot].energy_recharged.disconnect(hud.new_energy_bar2.gain_energy)
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weapons[slot].energy_spent.connect(hud.new_energy_bar.use_energy)
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weapons[slot].energy_recharged.connect(hud.new_energy_bar.gain_energy)
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hud.set_weapon_energy(weapons[slot].current_energy, weapons[slot].stats.energy_type)
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hud.new_energy_bar.max_energy = weapons[slot].max_energy
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if weapons[slot].stats.energy_type == Data.EnergyType.CONTINUOUS:
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hud.new_energy_bar.enable_progress_bar()
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if weapons[slot].stats.energy_type == Data.EnergyType.DISCRETE:
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hud.new_energy_bar.create_discrete_icons(weapons[slot].max_energy)
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func swap_weapons() -> void:
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if !editing_mode:
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weapons_active = false
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if weapon or offhand_weapon:
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if editing_mode:
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swap_card_audio.play()
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else:
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swap_off_audio.play()
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if !weapons[0] and !weapons[1]:
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return
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weapons_active = false
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swap_off_audio.play()
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hud.audio_guard = true
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var temp: Weapon = offhand_weapon
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var temp_card: Card = offhand_card
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if weapon:
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offhand_weapon = weapon
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offhand_card = equipped_card
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offhand_weapon.set_visible(false)
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offhand_weapon.energy_changed.disconnect(hud.set_weapon_energy)
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offhand_weapon.energy_changed.connect(hud.set_offhand_energy)
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offhand_weapon.energy_changed.emit(offhand_weapon.current_energy)
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offhand_weapon.release_trigger()
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offhand_weapon.release_second_trigger()
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gauntlet_card_2.set_card(offhand_card)
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gauntlet_card_2.view_weapon()
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gauntlet_card_2.set_visible(true)
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hud.swap_icon.set_visible(false)
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else:
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offhand_weapon = null
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offhand_card = null
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gauntlet_card_2.set_visible(false)
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hud.swap_icon.set_visible(true)
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if temp:
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weapon = temp
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equipped_card = temp_card
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weapon.energy_changed.disconnect(hud.set_offhand_energy)
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weapon.energy_changed.connect(hud.set_weapon_energy)
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weapon.energy_changed.emit(weapon.current_energy)
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weapon.release_trigger()
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weapon.release_second_trigger()
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gauntlet_card_1.set_card(equipped_card)
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gauntlet_card_1.view_weapon()
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gauntlet_card_1.set_visible(true)
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hud.place_icon.set_visible(false)
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else:
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weapon = null
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equipped_card = null
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gauntlet_card_1.set_visible(false)
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hud.place_icon.set_visible(true)
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if !editing_mode:
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weapon_swap_timer.start()
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stow_weapon(equipped_weapon)
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equipped_weapon = 0 if equipped_weapon == 1 else 1
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show_weapon(equipped_weapon)
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weapon_swap_timer.start()
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func _on_timer_timeout() -> void:
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weapons_active = true
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if weapon:
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if weapons[equipped_weapon]:
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swap_on_audio.play()
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weapon.set_visible(true)
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weapons[equipped_weapon].visible = true
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func unequip_weapon() -> void:
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networked_unequip_weapon.rpc(0)
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gauntlet_card_1.set_visible(false)
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hud.place_icon.set_visible(true)
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func unequip_weapon(slot: int = 0) -> void:
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networked_unequip_weapon.rpc(slot)
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gauntlet_cards[slot].visible = false
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if slot == 0:
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hud.place_icon.visible = true
|
||||
hud.new_energy_bar.blank()
|
||||
else:
|
||||
hud.swap_icon.visible = true
|
||||
hud.new_energy_bar2.blank()
|
||||
#gauntlet_sprite.set_visible(true)
|
||||
weapon.queue_free()
|
||||
weapon = null
|
||||
inventory.add(equipped_card)
|
||||
equipped_card = null
|
||||
weapons[slot].queue_free()
|
||||
weapons[slot] = null
|
||||
inventory.add(cards[slot])
|
||||
cards[slot] = null
|
||||
place_card_audio.play()
|
||||
check_left_hand_valid()
|
||||
|
||||
@@ -400,20 +440,7 @@ func networked_set_ready_state(state: bool) -> void:
|
||||
|
||||
@rpc("reliable")
|
||||
func networked_swap_weapon() -> void:
|
||||
var temp: Weapon = offhand_weapon
|
||||
var temp_card: Card = offhand_card
|
||||
if weapon:
|
||||
offhand_weapon = weapon
|
||||
offhand_card = equipped_card
|
||||
else:
|
||||
offhand_weapon = null
|
||||
offhand_card = null
|
||||
if temp:
|
||||
weapon = temp
|
||||
equipped_card = temp_card
|
||||
else:
|
||||
weapon = null
|
||||
equipped_card = null
|
||||
swap_weapons()
|
||||
|
||||
|
||||
@rpc("reliable")
|
||||
@@ -424,23 +451,12 @@ func networked_equip_weapon(card_index: int, slot: int, id: int) -> void:
|
||||
new_weapon.name = str(id)
|
||||
new_weapon.set_hero(self)
|
||||
right_hand.add_child(new_weapon)
|
||||
match slot:
|
||||
0:
|
||||
equipped_card = new_card
|
||||
weapon = new_weapon
|
||||
1:
|
||||
offhand_card = new_card
|
||||
offhand_weapon = new_weapon
|
||||
cards[slot] = new_card
|
||||
weapons[slot] = new_weapon
|
||||
|
||||
|
||||
@rpc("reliable")
|
||||
func networked_unequip_weapon(slot: int) -> void:
|
||||
match slot:
|
||||
0:
|
||||
weapon.queue_free()
|
||||
weapon = null
|
||||
equipped_card = null
|
||||
1:
|
||||
offhand_weapon.queue_free()
|
||||
offhand_weapon = null
|
||||
offhand_card = null
|
||||
weapons[slot].queue_free()
|
||||
weapons[slot] = null
|
||||
cards[slot] = null
|
||||
|
||||
Reference in New Issue
Block a user