mtd/PCs/hero.gd

447 lines
13 KiB
GDScript

class_name Hero extends CharacterBody3D
signal ready_state_changed(state: bool)
signal spawned
signal died
@export var hero_class: HeroClass
@export var camera: Camera3D
@export var gun_camera: Camera3D
@export var left_hand_sprite: Sprite3D
@export var card_sprites: Array[CardInHand]
@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 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: float = 0.2
@export var player_name_tag: Label
@export var weapon_swap_timer: Timer
@export var ears: AudioListener3D
@export var place_card_audio: AudioStreamPlayer
@export var swap_card_audio: AudioStreamPlayer
@export var ready_audio: AudioStreamPlayer
@export var unready_audio: AudioStreamPlayer
@export var fullpower_audio: AudioStreamPlayer
@export var zeropower_audio: AudioStreamPlayer
@export var swap_off_audio: AudioStreamPlayer
@export var swap_on_audio: AudioStreamPlayer
var weapons_spawn_count: int = 0 #Used to prevent node name collisions for multiplayer
var inventory_selected_index: int = 0
var equipped_card: Card
var offhand_card: Card
var weapon: Weapon
var offhand_weapon: Weapon
var weapons_active: bool = false
var paused: bool = false
var editing_mode: bool = true
var profile: PlayerProfile
var ready_state: bool = false :
set(value):
ready_state = value
ready_state_changed.emit(value)
var currency: int = 0 :
set(value):
currency = value
hud.set_currency_count(value)
get:
return currency
func set_zoom_factor(value: float) -> void:
movement.zoom_factor = value
func _ready() -> void:
if is_multiplayer_authority():
right_hand_animator.play("weapon_sway")
right_hand_animator.speed_scale = 0
ears.make_current()
camera.make_current()
sprite.queue_free()
hand_sprite.texture = hero_class.hand_texture
player_name_tag.queue_free()
for card: Card in hero_class.deck:
inventory.add(card)
else:
camera.set_visible(false)
gun_camera.set_visible(false)
hud.set_visible(false)
if weapon != null:
weapon.set_raycast_origin(camera)
sprite.texture.atlas = hero_class.texture
check_left_hand_valid()
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
func _physics_process(_delta: float) -> void:
if !is_multiplayer_authority() or paused:
return
if movement.input_vector == Vector2.ZERO:
right_hand_animator.speed_scale = 0
elif movement.sprinting:
right_hand_animator.speed_scale = 1
else:
right_hand_animator.speed_scale = 0.6
func _process(delta: float) -> void:
if !is_multiplayer_authority() or paused:
return
if !movement.sprinting:
movement.zoom_factor += sprint_zoom_speed * 2.0 * delta
if movement.zoom_factor > 1.0:
movement.zoom_factor = 1.0
if editing_mode:
if interaction_raycast.is_colliding() and interaction_raycast.get_collider() is InteractButton:
hud.set_hover_text(interaction_raycast.get_collider().hover_text)
else:
hud.unset_hover_text()
if edit_tool.is_looking_at_tower_base:
card_sprites[0].view_tower()
else:
card_sprites[0].view_weapon()
if Input.is_action_just_pressed("Interact"):
edit_tool.interact()
if interaction_raycast.get_collider() is InteractButton:
var button: InteractButton = interaction_raycast.get_collider() as InteractButton
if currency >= button.press_cost:
button.press(self)
currency -= button.press_cost
if interaction_raycast.get_collider() is ItemCard:
add_card(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"):
if equipped_card or offhand_card:
swap_weapons()
if Input.is_action_just_pressed("Select Next Card") and inventory.contents.size() > 1:
increment_selected()
swap_card_audio.play()
if Input.is_action_just_pressed("Select Previous Card") and inventory.contents.size() > 1:
decrement_selected()
swap_card_audio.play()
if Input.is_action_just_pressed("Primary Fire"):
edit_tool.interact_key_held = true
if Input.is_action_just_released("Primary Fire"):
edit_tool.interact_key_held = false
if weapon != null:
weapon.release_trigger()
weapon.release_second_trigger()
else:
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
if movement.zoom_factor <= 1.0 - movement.sprint_zoom_factor:
movement.zoom_factor = 1.0 - movement.sprint_zoom_factor
camera.fov = Data.graphics.hfov * (1.0 / movement.zoom_factor)
if Input.is_action_just_pressed("View Map"):
hud.maximise_minimap(Game.level)
#Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
if Input.is_action_just_released("View Map"):
hud.minimize_minimap(self)
#Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
check_left_hand_valid()
func increment_selected() -> void:
inventory_selected_index += 1
if inventory_selected_index >= inventory.contents.keys().size():
inventory_selected_index = 0
func decrement_selected() -> void:
inventory_selected_index -= 1
if inventory_selected_index < 0:
inventory_selected_index = max(inventory.contents.keys().size() - 1, 0)
func _unhandled_input(event: InputEvent) -> void:
if !is_multiplayer_authority() or paused:
return
if editing_mode and event.is_action_pressed("Ready"):
if ready_state:
unready_self()
else:
ready_self()
if event.is_action_pressed("Pause"):
var menu: PauseMenu = pause_menu_scene.instantiate() as PauseMenu
pause()
menu.closed.connect(unpause)
hud.add_child(menu)
func ready_self() -> void:
edit_tool.interact_key_held = false
if !ready_state:
ready_state = true
hud.place_icon.set_visible(false)
hud.swap_icon.set_visible(false)
hud.shrink_wave_start_label()
ready_audio.play()
networked_set_ready_state.rpc(ready_state)
func unready_self() -> void:
if ready_state:
ready_state = false
if !equipped_card:
hud.place_icon.set_visible(true)
if !offhand_card:
hud.swap_icon.set_visible(true)
hud.grow_wave_start_label()
unready_audio.play()
networked_set_ready_state(ready_state)
func add_card(new_card: Card) -> void:
inventory.add(new_card)
hud.pickup(new_card)
place_card_audio.play()
func unpause() -> void:
paused = false
movement.paused = false
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
func pause() -> void:
paused = true
movement.paused = true
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
func enter_editing_mode(value: int) -> void:
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)
hud.grow_wave_start_label()
editing_mode = true
edit_tool.enabled = true
left_hand.set_visible(true)
if weapon:
weapon.release_trigger()
weapon.set_visible(false)
func exit_editing_mode(value: int) -> void:
gauntlet_sprite.set_visible(false)
weapons_active = false
hud.set_wave_count(value)
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
weapon_swap_timer.start()
func check_left_hand_valid() -> void:
if !editing_mode:
return
if inventory.size == 0:
left_hand_sprite.set_visible(false)
#gauntlet.texture.region = Rect2(64, 0, 64, 64)
else:
left_hand_sprite.set_visible(true)
#gauntlet.texture.region = Rect2(0, 0, 64, 64)
var selected_card: Card = inventory.contents.keys()[inventory_selected_index]
for index: int in card_sprites.size():
if index < inventory.contents[selected_card]:
card_sprites[index].set_visible(true)
card_sprites[index].set_card(selected_card)
#card_sprites[index].view_weapon()
else:
card_sprites[index].set_visible(false)
func equip_weapon() -> void:
if weapon != null:
unequip_weapon()
return
if inventory.size > 0:
place_card_audio.play()
equipped_card = inventory.remove_at(inventory_selected_index)
if !inventory.contents.has(equipped_card):
decrement_selected()
weapon = equipped_card.weapon_scene.instantiate()
weapon.name = str(weapons_spawn_count)
networked_equip_weapon.rpc(Data.cards.find(equipped_card), 0, weapons_spawn_count)
weapons_spawn_count += 1
weapon.energy_changed.connect(hud.set_weapon_energy)
weapon.set_multiplayer_authority(multiplayer.get_unique_id())
gauntlet_card_1.set_card(equipped_card)
hud.place_icon.set_visible(false)
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 swap_weapons() -> void:
if !editing_mode:
weapons_active = false
if weapon or offhand_weapon:
if editing_mode:
swap_card_audio.play()
else:
swap_off_audio.play()
hud.audio_guard = true
var temp: Weapon = offhand_weapon
var temp_card: 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)
hud.swap_icon.set_visible(false)
else:
offhand_weapon = null
offhand_card = null
gauntlet_card_2.set_visible(false)
hud.swap_icon.set_visible(true)
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)
hud.place_icon.set_visible(false)
else:
weapon = null
equipped_card = null
gauntlet_card_1.set_visible(false)
hud.place_icon.set_visible(true)
if !editing_mode:
weapon_swap_timer.start()
func _on_timer_timeout() -> void:
weapons_active = true
if weapon:
swap_on_audio.play()
weapon.set_visible(true)
func unequip_weapon() -> void:
networked_unequip_weapon.rpc(0)
gauntlet_card_1.set_visible(false)
hud.place_icon.set_visible(true)
#gauntlet_sprite.set_visible(true)
weapon.queue_free()
weapon = null
inventory.add(equipped_card)
equipped_card = null
place_card_audio.play()
check_left_hand_valid()
#MULTIPLAYER NETWORKED FUNCTIONS
@rpc("reliable")
func networked_set_ready_state(state: bool) -> void:
ready_state = state
@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
@rpc("reliable")
func networked_equip_weapon(card_index: int, slot: int, id: int) -> void:
var new_card: Card = Data.cards[card_index]
var new_weapon: Weapon = new_card.weapon_scene.instantiate()
new_weapon.set_multiplayer_authority(multiplayer.get_remote_sender_id())
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
@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