forked from unfa/liblast
Laying groundwork for fixing hit/kill confirmation
parent
9fb3da561c
commit
05b18a1b96
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@ -1,7 +1,8 @@
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[gd_scene load_steps=3 format=2]
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[gd_scene load_steps=4 format=2]
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[ext_resource path="res://Classes/UI/HitConfirmation.gd" type="Script" id=1]
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[ext_resource path="res://Assets/Audio/SFX/UI-HitConfirmation.wav" type="AudioStream" id=2]
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[ext_resource path="res://Assets/Audio/SFX/UI_Confirm_Hit.wav" type="AudioStream" id=2]
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[ext_resource path="res://Assets/Audio/SFX/UI_Confirm_Kill.wav" type="AudioStream" id=3]
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[node name="CrosshairContainer" type="CenterContainer"]
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anchor_left = 0.5
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@ -76,6 +77,9 @@ script = ExtResource( 1 )
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[node name="HitConfirmationSound" type="AudioStreamPlayer" parent="HitConfirmation"]
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stream = ExtResource( 2 )
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[node name="KillConfirmationSound" type="AudioStreamPlayer" parent="HitConfirmation"]
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stream = ExtResource( 3 )
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[node name="Line1" type="ColorRect" parent="HitConfirmation"]
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margin_left = 8.0
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margin_top = -1.0
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@ -7,7 +7,9 @@ func updateHealth(health: int):
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$Health/HealthBar.value = health
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$Health/HealthBar/HealthText.text = String(health)
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func update_crosshair(visible: bool, hit: bool):
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func update_crosshair(visible: bool, hit: bool, kill: bool):
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$Crosshair.visible = visible
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if hit:
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$Crosshair/HitConfirmation.activate(0.2)
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$Crosshair/HitConfirmation.activate(0.15, false)
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elif kill:
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$Crosshair/HitConfirmation.activate(0.3, true)
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@ -1,12 +1,16 @@
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extends Control
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onready var sound = $HitConfirmationSound
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onready var hit_sound = $HitConfirmationSound
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onready var kill_sound = $KillConfirmationSound
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var remaining_time = -10.0
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func activate(time):
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func activate(time, kill = false):
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remaining_time = time
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sound.play()
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if kill:
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kill_sound.play()
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else:
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hit_sound.play()
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func _process(delta):
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remaining_time -= delta
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@ -1,6 +1,6 @@
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extends Spatial
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signal damage_dealt
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signal damage_dealt(kill)
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signal ammo_changed(type, amount)
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export(bool) var Hitscan = false
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@ -66,7 +66,8 @@ func shoot(camera):
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hit.rpc("on_hit", 30, result.position)
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if hit is Player:
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emit_signal("damage_dealt")
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var kill = hit.health <= 0
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emit_signal("damage_dealt", kill)
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print(player.get_network_master())
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else:
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reload()
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