forked from unfa/liblast
Started implementing proper weapon control API
parent
94e527bc75
commit
a632ac9892
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@ -0,0 +1,26 @@
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extends "res://Classes/Weapon/Weapon.gd"
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# Declare member variables here. Examples:
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# var a = 2
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# var b = "text"
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#var trigger_held_primary = false
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#var trigger_held_secondary = false
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#var is_reloading = false
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func set_trigger_held_primary(active:bool):
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trigger_held_primary = active
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print("trigger_active", active)
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#func get_trigger_held_primary():
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# return trigger_held_primary
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# print("trigger_get")
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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#func _process(delta):
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# pass
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@ -380,7 +380,8 @@ func shoot(trigger_held):
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# The underscore indicates an unused variable.
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# Because it is declared in this scope, it will disappear as soon as the
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# function returns. As is, it exists solely to catch the return value of shoot().
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var _remaining_ammo = active_weapon.shoot($Camera, true, trigger_held)
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#var _remaining_ammo = active_weapon.shoot($Camera, true, trigger_held)
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active_weapon.trigger_held_primary = trigger_held
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func reload():
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active_weapon.reload()
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@ -25,6 +25,17 @@ var cached_fire = false
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var casing = preload("res://Assets/Weapons/Handgun/Casing.tscn")
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var tracer = preload("res://Assets/Effects/BulletTracer.tscn")
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var trigger_held_primary = false setget set_trigger_held_primary, get_trigger_held_primary
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var trigger_held_secondary = false
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var is_reloading = false
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#var is_active = false #TODO - for reimplementing weapins switching
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func set_trigger_held_primary(active:bool):
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trigger_held_primary = active
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func get_trigger_held_primary():
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return trigger_held_primary
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func _ready():
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$Sounds.global_transform.origin = camera.global_transform.origin
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