added a second slot you can equip a weapon to

This commit is contained in:
2023-11-28 16:52:15 +11:00
parent 66f7131c1b
commit d5d832f3f2
45 changed files with 722 additions and 104 deletions

@ -8,23 +8,31 @@ signal died
@export var hero_class: HeroClass
@export var camera : Camera3D
@export var gun_camera : Camera3D
@export var left_hand_sprite : Sprite3D
@export var left_hand : Node3D
@export var right_hand : Node3D
@export var right_hand_animator : AnimationPlayer
@export var edit_tool : EditTool
@export var gauntlet_sprite : Sprite3D
@export var sprite : EightDirectionSprite3D
@export var hand_sprite : Sprite2D
@export var interaction_raycast : RayCast3D
@export var inventory : Inventory
@export var card : CardInHand
@export var gauntlet_card_1 : CardInHand
@export var gauntlet_card_2 : CardInHand
@export var pause_menu_scene : PackedScene
@export var hud : HUD
@export var movement : PlayerMovement
@export var sprint_zoom_speed := 0.2
@export var player_name_tag : Label
@export var weapon_swap_timer : Timer
var equipped_card : Card
var offhand_card : Card
var weapon : Weapon
var offhand_weapon : Weapon
var weapons_active = false
var paused := false
var editing_mode := true
var profile : PlayerProfile
@ -50,6 +58,7 @@ func _ready() -> void:
right_hand_animator.speed_scale = 0
camera.make_current()
sprite.queue_free()
hand_sprite.texture = hero_class.hand_texture
player_name_tag.queue_free()
else:
camera.set_visible(false)
@ -103,11 +112,12 @@ func _process(delta: float) -> void:
inventory.add(interaction_raycast.get_collider().pick_up())
if Input.is_action_just_pressed("Equip In Gauntlet"):
equip_weapon()
if Input.is_action_just_pressed("Secondary Fire"):
swap_weapons()
if Input.is_action_just_pressed("Select Next Card"):
inventory.increment_selected()
if Input.is_action_just_pressed("Select Previous Card"):
inventory.decrement_selected()
if Input.is_action_just_pressed("Primary Fire"):
edit_tool.interact_key_held = true
if Input.is_action_just_released("Primary Fire"):
@ -116,18 +126,22 @@ func _process(delta: float) -> void:
weapon.release_trigger()
weapon.release_second_trigger()
else:
if weapon != null and Input.is_action_just_pressed("Primary Fire"):
weapon.hold_trigger()
if weapon != null and Input.is_action_just_released("Primary Fire"):
weapon.release_trigger()
if weapon != null and Input.is_action_pressed("Secondary Fire"):
weapon.hold_second_trigger()
if weapon != null and Input.is_action_just_released("Secondary Fire"):
weapon.release_second_trigger()
if weapon != null and Input.is_action_pressed("Primary Fire"):
movement.can_sprint = false
if weapon != null and Input.is_action_pressed("Secondary Fire"):
movement.can_sprint = false
if weapon and weapons_active:
if Input.is_action_just_pressed("Primary Fire"):
weapon.hold_trigger()
if Input.is_action_just_released("Primary Fire"):
weapon.release_trigger()
if Input.is_action_pressed("Secondary Fire"):
weapon.hold_second_trigger()
if Input.is_action_just_released("Secondary Fire"):
weapon.release_second_trigger()
if Input.is_action_pressed("Primary Fire"):
movement.can_sprint = false
if Input.is_action_pressed("Secondary Fire"):
movement.can_sprint = false
if Input.is_action_just_pressed("Equip In Gauntlet"):
if weapon and offhand_weapon:
swap_weapons()
if movement.sprinting:
movement.zoom_factor -= sprint_zoom_speed * delta
@ -174,35 +188,49 @@ func pause():
func enter_editing_mode(value):
gauntlet_sprite.set_visible(true)
weapons_active = false
hud.set_wave_count(value + 1)
hud.set_energy_visible(false)
hud.set_offhand_energy_visible(false)
editing_mode = true
edit_tool.enabled = true
check_left_hand_valid()
if weapon != null:
left_hand.set_visible(true)
if weapon:
weapon.release_trigger()
weapon.set_visible(false)
func exit_editing_mode(value):
gauntlet_sprite.set_visible(false)
weapons_active = false
hud.set_wave_count(value)
hud.set_energy_visible(true)
if !weapon and offhand_weapon:
swap_weapons()
if weapon:
hud.set_energy_visible(true)
#weapon.set_visible(false)
weapon.current_energy = weapon.max_energy
weapon.energy_changed.emit(weapon.current_energy)
if offhand_weapon:
hud.set_offhand_energy_visible(true)
offhand_weapon.current_energy = offhand_weapon.max_energy
offhand_weapon.energy_changed.emit(offhand_weapon.current_energy)
edit_tool.enabled = false
edit_tool.delete_tower_preview()
left_hand.set_visible(false)
editing_mode = false
if weapon:
weapon.current_energy = weapon.max_energy
weapon.energy_changed.emit(weapon.current_energy)
weapon_swap_timer.start()
func check_left_hand_valid():
if !editing_mode:
return
if inventory.contents.size() == 0:
left_hand.set_visible(false)
left_hand_sprite.set_visible(false)
#gauntlet.texture.region = Rect2(64, 0, 64, 64)
else:
left_hand.set_visible(true)
left_hand_sprite.set_visible(true)
#gauntlet.texture.region = Rect2(0, 0, 64, 64)
card.set_card(inventory.selected_item)
@ -216,23 +244,107 @@ func equip_weapon():
networked_equip_weapon.rpc(Data.cards.find(equipped_card))
weapon = equipped_card.weapon_scene.instantiate()
weapon.energy_changed.connect(hud.set_weapon_energy)
weapon.name = "weapon"
#weapon.name = "weapon"
weapon.set_multiplayer_authority(multiplayer.get_unique_id())
gauntlet_sprite.set_visible(false)
#gauntlet_sprite.set_visible(false)
gauntlet_card_1.set_card(equipped_card)
gauntlet_card_1.view_weapon()
gauntlet_card_1.set_visible(true)
weapon.set_hero(self)
weapon.set_visible(false)
right_hand.add_child(weapon)
check_left_hand_valid()
func equip_in_offhand():
if offhand_weapon != null:
unequip_weapon()
return
if inventory.contents.size() > 0:
offhand_card = inventory.remove()
networked_equip_offhand_weapon.rpc(Data.cards.find(offhand_card))
offhand_weapon = offhand_card.weapon_scene.instantiate()
offhand_weapon.energy_changed.connect(hud.set_weapon_energy)
#offhand_weapon.name = "weapon"
offhand_weapon.set_multiplayer_authority(multiplayer.get_unique_id())
#gauntlet_sprite.set_visible(false)
gauntlet_card_2.set_card(offhand_card)
gauntlet_card_2.view_weapon()
gauntlet_card_2.set_visible(true)
offhand_weapon.set_hero(self)
offhand_weapon.set_visible(false)
right_hand.add_child(offhand_weapon)
check_left_hand_valid()
func swap_weapons():
if !editing_mode:
weapons_active = false
var temp = offhand_weapon
var temp_card = offhand_card
if weapon:
offhand_weapon = weapon
offhand_card = equipped_card
offhand_weapon.set_visible(false)
offhand_weapon.energy_changed.disconnect(hud.set_weapon_energy)
offhand_weapon.energy_changed.connect(hud.set_offhand_energy)
offhand_weapon.energy_changed.emit(offhand_weapon.current_energy)
offhand_weapon.release_trigger()
offhand_weapon.release_second_trigger()
gauntlet_card_2.set_card(offhand_card)
gauntlet_card_2.view_weapon()
gauntlet_card_2.set_visible(true)
else:
offhand_weapon = null
offhand_card = null
gauntlet_card_2.set_visible(false)
if temp:
weapon = temp
equipped_card = temp_card
weapon.energy_changed.disconnect(hud.set_offhand_energy)
weapon.energy_changed.connect(hud.set_weapon_energy)
weapon.energy_changed.emit(weapon.current_energy)
weapon.release_trigger()
weapon.release_second_trigger()
gauntlet_card_1.set_card(equipped_card)
gauntlet_card_1.view_weapon()
gauntlet_card_1.set_visible(true)
else:
weapon = null
equipped_card = null
gauntlet_card_1.set_visible(false)
if !editing_mode:
weapon_swap_timer.start()
func _on_timer_timeout() -> void:
weapons_active = true
if weapon:
weapon.set_visible(true)
func unequip_weapon():
networked_unequip_weapon.rpc()
gauntlet_sprite.set_visible(true)
gauntlet_card_1.set_visible(false)
#gauntlet_sprite.set_visible(true)
weapon.queue_free()
weapon = null
inventory.add(equipped_card)
equipped_card = null
check_left_hand_valid()
func unequip_offhand_weapon():
networked_unequip_offhand_weapon.rpc()
gauntlet_card_2.set_visible(false)
#gauntlet_sprite.set_visible(true)
offhand_weapon.queue_free()
offhand_weapon = null
inventory.add(offhand_card)
offhand_card = null
check_left_hand_valid()
#MULTIPLAYER NETWORKED FUNCTIONS
@rpc("reliable")
func networked_set_ready_state(state: bool):
@ -244,13 +356,32 @@ func networked_equip_weapon(card_index):
equipped_card = Data.cards[card_index]
weapon = equipped_card.weapon_scene.instantiate()
weapon.set_multiplayer_authority(multiplayer.get_remote_sender_id())
weapon.name = "weapon"
#weapon.name = "weapon"
weapon.set_hero(self)
right_hand.add_child(weapon)
@rpc("reliable")
func networked_equip_offhand_weapon(card_index):
equipped_card = Data.cards[card_index]
offhand_weapon = equipped_card.weapon_scene.instantiate()
offhand_weapon.set_multiplayer_authority(multiplayer.get_remote_sender_id())
#weapon.name = "weapon"
offhand_weapon.set_hero(self)
right_hand.add_child(offhand_weapon)
@rpc("reliable")
func networked_unequip_weapon():
weapon.queue_free()
weapon = null
inventory.add(equipped_card)
equipped_card = null
@rpc("reliable")
func networked_unequip_offhand_weapon():
offhand_weapon.queue_free()
offhand_weapon = null
inventory.add(equipped_card)
offhand_card = null