mtd/Scripts/Weapons/weapon.gd

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class_name Weapon extends Node3D
signal energy_changed(energy: int)
@export var stats: CardText
@export var animator: AnimationPlayer
@export var audio_player: AudioStreamPlayer3D
@export var recharge_timer: Timer
var damage_particle_scene: PackedScene = preload("res://Scenes/damage_particle.tscn")
var hero: Hero
var trigger_held: bool = false
var second_trigger_held: bool = false
var time_since_firing: float = 0.0
var time_between_shots: float = 0.0
var damage: float = 0.0
var max_energy: float = 100.0
var current_energy: float = 100.0
var energy_cost: float = 1.0
var recharging: bool = false
var recharge_speed: float = 0.0
var recharge_acceleration: float = 2.0
var recharge_max_speed: float = 25.0
func _ready() -> void:
time_between_shots = stats.get_attribute("Fire Delay")
damage = stats.get_attribute("Damage")
energy_cost = stats.get_attribute("Energy")
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func set_hero(value: Hero) -> void:
hero = value
func _process(delta: float) -> void:
if recharging:
recharge_speed += recharge_acceleration * delta
if recharge_speed > recharge_max_speed:
recharge_speed = recharge_max_speed
current_energy += recharge_speed * delta
if current_energy >= max_energy:
current_energy = max_energy
energy_changed.emit(current_energy)
if time_since_firing < time_between_shots:
time_since_firing += delta
func _physics_process(_delta: float) -> void:
if trigger_held and current_energy >= energy_cost and time_since_firing >= time_between_shots:
time_since_firing -= time_between_shots
current_energy -= energy_cost
energy_changed.emit(current_energy)
shoot()
networked_shoot.rpc()
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func hold_trigger() -> void:
trigger_held = true
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func release_trigger() -> void:
if trigger_held:
recharge_timer.start()
trigger_held = false
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func hold_second_trigger() -> void:
second_trigger_held = true
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func release_second_trigger() -> void:
second_trigger_held = false
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func spawn_damage_indicator(pos: Vector3) -> void:
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if damage > 0:
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var marker: Node3D = damage_particle_scene.instantiate()
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get_tree().root.add_child(marker)
marker.set_number(damage)
marker.position = pos
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func shoot() -> void:
animator.play("shoot")
audio_player.play()
recharging = false
recharge_speed = 0.0
recharge_timer.stop()
@rpc
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func networked_shoot() -> void:
animator.play("shoot")
audio_player.play()
func _on_timer_timeout() -> void:
recharging = true