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