Added weapon reloading

godot4-port
Jan 2020-09-30 02:08:16 +02:00
parent 23a4bf0bad
commit 63b48d45a9
6 changed files with 107 additions and 36 deletions

View File

@ -1,10 +1,13 @@
extends Control
func update_ammo(var weapon, var amount):
$Weapon/VBoxContainer/RoundsClips.text = str(amount)
func updateHealth(health: int):
$Health/HealthBar.value = health
$Health/HealthBar/HealthText.text = String(health)
func updateCrosshair(visible: bool, hit: bool):
func update_crosshair(visible: bool, hit: bool):
$Crosshair.visible = visible
if hit:
$Crosshair/HitConfirmation.activate(0.2)

View File

@ -144,7 +144,7 @@ alignment = 1
margin_top = 16.0
margin_right = 116.0
margin_bottom = 30.0
text = "12 / 6"
text = "10"
align = 1
valign = 1
__meta__ = {

View File

@ -1,5 +1,8 @@
extends Spatial
signal damage_dealt
signal ammo_changed(type, amount)
export(bool) var Hitscan = false
export(int) var Damage = 100
export(float) var Delay = 0.1
@ -9,35 +12,90 @@ export(int) var MaxRoundsInClip = 10
export(int) var Clips = 1
export(int) var MaxClips = 4
onready var camera = get_parent().get_parent()
onready var player = get_parent().get_parent().get_parent()
onready var ejector = find_node("Ejector")
onready var muzzle = find_node("Muzzle")
onready var current_rounds = Rounds
var currently_fireing = false
var cached_fire = false
#onready var sound_shoot = $SoundShoot
var casing = preload("res://Assets/Weapons/Handgun/Casing.tscn")
var tracer = preload("res://Assets/Effects/BulletTracer.tscn")
func shoot():
rpc("show_muzzle_flash")
rpc("show_tracer")
rpc("spawn_casing")
rpc("compute_bullet_flyby")
func shoot(camera):
if cached_fire == true:
return
if currently_fireing == true:
cached_fire = true
yield($Handgun/AnimationPlayer, "animation_finished")
# TODO: mutexes
currently_fireing = true
cached_fire = false
if current_rounds > 0:
rpc("fire_weapon", current_rounds)
rpc("compute_bullet_flyby")
current_rounds -= 1
emit_signal("ammo_changed", "handgun", current_rounds)
var space_state = get_world().direct_space_state
var crosshair_pos = get_viewport().size / 2
var from = camera.project_ray_origin(crosshair_pos)
var to = from + camera.project_ray_normal(crosshair_pos) * 1000
var result = space_state.intersect_ray(from, to)
if "collider" in result:
var hit = result.collider
if hit.has_method("on_hit"):
hit.rpc("on_hit", 30, result.position)
if hit is preload("res://Player.gd"):
emit_signal("damage_dealt")
else:
rpc("dry_fire")
return current_rounds
sync func fire_weapon(var rounds_left):
show_muzzle_flash(rounds_left)
show_tracer()
spawn_casing()
yield($Handgun/AnimationPlayer, "animation_finished")
if !cached_fire:
currently_fireing = false
sync func show_muzzle_flash():
sync func dry_fire():
pass
func show_muzzle_flash(var rounds_left):
$Handgun/AnimationPlayer.stop()
$Handgun/AnimationPlayer.play("Shoot", -1, 2)
if rounds_left == 1:
$Handgun/AnimationPlayer.play("Empty", -1, 2)
else:
$Handgun/AnimationPlayer.play("Shoot", -1, 2)
$SoundShoot.play()
$MuzzleFlash.emitting = true
yield(get_tree().create_timer(0.07),"timeout")
$MuzzleFlash.emitting = false
sync func show_tracer():
func show_tracer():
var tracer_instance = tracer.instance()
tracer_instance.hide()
tracer_instance.global_transform = muzzle.global_transform
@ -45,7 +103,7 @@ sync func show_tracer():
get_tree().root.call_deferred("add_child", tracer_instance)
tracer_instance.call_deferred("show")
sync func spawn_casing():
func spawn_casing():
var casing_instance = casing.instance()
casing_instance.global_transform = ejector.global_transform
@ -64,3 +122,21 @@ remote func compute_bullet_flyby():
var to = global_transform.xform(Vector3(-1000, 0, 0))
local_player.on_bullet_flyby(from, to)
func reload():
rpc("play_reload_animation")
currently_fireing = true
cached_fire = false
yield($Handgun/AnimationPlayer, "animation_finished")
if not cached_fire:
currently_fireing = false
current_rounds = Rounds
emit_signal("ammo_changed", "handgun", current_rounds)
sync func play_reload_animation():
$Handgun/AnimationPlayer.play("Reload", 0.5, 1)

View File

@ -220,8 +220,7 @@ master func kill():
#print ("set as dead")
$MeshInstance.hide()
$Camera/Hand.hide()
$HUD.updateCrosshair(false, false)
#$HUD.update_crosshair(false, false)
yield(get_tree().create_timer(3), "timeout")
@ -249,8 +248,6 @@ func spawn():
$MeshInstance.show()
$Camera/Hand.show()
$HUD.updateCrosshair(true, false)
$CollisionShapeBody.disabled = false
$CollisionShapeFeet.disabled = false
@ -258,28 +255,14 @@ func spawn():
rotation = Vector3.ZERO
func shoot():
var gun = find_node("Weapon")
var weapon = find_node("Weapon")
gun.shoot()
var remaining_ammo = weapon.shoot($Camera)
func reload():
var weapon = find_node("Weapon")
var space_state = get_world().direct_space_state
var crosshair_pos = get_viewport().size / 2
var from = $Camera.project_ray_origin(crosshair_pos)
var to = from + $Camera.project_ray_normal(crosshair_pos) * 1000
var result = space_state.intersect_ray(from, to)
if "collider" in result:
var hit = result.collider
if hit.has_method("on_hit"):
hit.rpc("on_hit", 30, result.position)
if hit is get_script():
print("Is a live player")
$HUD.updateCrosshair(true, true)
weapon.reload()
func _input(event):
@ -324,6 +307,8 @@ func _input(event):
if event.is_action_pressed("WeaponPrimary"):
shoot()
if event.is_action_pressed("WeaponReload"):
reload()
func set_local_player():
set_network_master(get_tree().get_network_unique_id())

View File

@ -71,3 +71,5 @@ MinDelay = 0.2
[node name="HUD" parent="." instance=ExtResource( 3 )]
visible = false
[connection signal="ammo_changed" from="Camera/Hand/Weapon" to="HUD" method="update_ammo"]
[connection signal="damage_dealt" from="Camera/Hand/Weapon" to="HUD" method="update_crosshair" binds= [ true, true ]]

View File

@ -65,6 +65,11 @@ WeaponSecondary={
"events": [ Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"button_mask":0,"position":Vector2( 0, 0 ),"global_position":Vector2( 0, 0 ),"factor":1.0,"button_index":2,"pressed":false,"doubleclick":false,"script":null)
]
}
WeaponReload={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":82,"unicode":0,"echo":false,"script":null)
]
}
ToggleMenu={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777217,"unicode":0,"echo":false,"script":null)