228 lines
8.6 KiB
GDScript
228 lines
8.6 KiB
GDScript
extends Node3D
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#Hand Camera Head Player
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@onready var main = get_tree().root.get_node("Main")
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@onready var hud = main.get_node("HUD")
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@onready var score_rank = hud.get_node("ScoreRank")
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@onready var player = get_parent().get_parent().get_parent().get_parent()
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@onready var camera = get_parent().get_parent()
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@onready var ejector = find_node("Ejector")
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@onready var muzzle = find_node("Muzzle")
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@onready var animation_player = find_node("AnimationPlayer")
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@export var animation_speed : float
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var casing = preload("res://Assets/Weapons/Handgun/Casing.tscn")
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var flash = preload("res://Assets/Effects/MuzzleFlash.tscn")
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var tracer = preload("res://Assets/Effects/BulletTracer.tscn")
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var impact_bullet = preload("res://Assets/Effects/ImpactSparks.tscn")
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var impact_explosion = preload("res://Assets/Effects/ImpactExplosion.tscn")
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var flyby_sound = preload("res://Assets/Audio/BulletFlyBySoundPlayer.tscn")
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enum WeaponType {HITSCAN, PROJECTILE, MELEE}
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@export var weapon_type : WeaponType
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@export var projectile_or_tracer_scene : PackedScene
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@export var weapon_damage : int
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# accuracy
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var spread_min = 1
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var spread_max = 64
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var spread_lerp = 0.01
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var spread_boost = 16
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var spread = spread_min
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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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#enum Trigger {TRIGGER_PRIMARY, TRIGGER_SECONDARY}
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@rpc(any_peer, call_local, reliable) func shoot(spread_offset:=Vector3.ZERO):
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$"SFX/Shoot A".play()
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$"SFX/Shoot B".play()
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$"SFX/Shoot C".play()
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var flash_effect = flash.instantiate()
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get_parent().add_child(flash_effect)
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flash_effect.global_transform = muzzle.global_transform
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animation_player.play("Shoot", 0, animation_speed)
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var space_state = get_world_3d().direct_space_state
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var from = camera.get_global_transform().origin
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var aim = - camera.get_global_transform().basis[2]
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var to = from + (aim * 1000) + spread_offset
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var physics_ray_query_parameters_3d = PhysicsRayQueryParameters3D.new()
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physics_ray_query_parameters_3d.from = from
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physics_ray_query_parameters_3d.to = to
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physics_ray_query_parameters_3d.exclude = [player]
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var ray = space_state.intersect_ray(physics_ray_query_parameters_3d)
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if weapon_type == WeaponType.HITSCAN:
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var tracer_instance = projectile_or_tracer_scene.instantiate()
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get_tree().root.add_child(tracer_instance)
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tracer_instance.global_transform = muzzle.global_transform.looking_at(to)
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var casing_instance = casing.instantiate()
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get_tree().root.add_child(casing_instance)
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casing_instance.global_transform = ejector.global_transform#approximating delta
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casing_instance.linear_velocity = ejector.global_transform.basis[1] * randf_range(3.2, 4.5) + (player.motion_velocity / 2)
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casing_instance.angular_velocity.y += randf_range(-10, 10)
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casing_instance.angular_velocity.x += randf_range(-10, 10)
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if ray:
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if is_multiplayer_authority(): # only do this on the attacker's local instance of the game
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give_damage(ray['collider'], ray['position'], ray['normal'], 20, self.global_transform.origin, Globals.DamageType.BULLET, 1.0)
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### bullet flyby sounds
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if ray: # if we hit something - use that to evaluate the flyby sound
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to = ray['position']
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var flyby_camera = get_tree().get_root().get_camera_3d()
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if flyby_camera == camera: # don't spawn flyby sound for the shooter
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return
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var x := Vector3.ZERO
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var A = from
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var B = to
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var C = flyby_camera.global_transform.origin
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var d0 = (B - A).dot(A - C)
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var d1 = (B - A).dot(B - C)
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if d0 < 0 and d1 < 0:
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print("Firing away from the camera")
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elif d0 > 0 and d1 > 0:
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print("Bullet hit before passing by")
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else:
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var X = d0/(d0-d1)
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var flyby = flyby_sound.instantiate()
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get_tree().root.add_child(flyby)
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flyby.global_transform.origin = A + X * (B - A)
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#print("===")
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#print(X)
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#print("===")
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#flyby.global_transform.origin = A + x * (B - A)
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# TODO - spawn
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elif weapon_type == WeaponType.PROJECTILE:
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var projectile_instance = projectile_or_tracer_scene.instantiate()
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projectile_instance.global_transform = muzzle.global_transform.looking_at(to)
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projectile_instance.source_position = player.global_transform.origin
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projectile_instance.player = player
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projectile_instance.damage = weapon_damage
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#projectile_instance.get_node("RayCast3D").add_exception(player)
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#projectile_instance.rotate_x(PI/2)
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get_tree().root.add_child(projectile_instance)
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return # skip the rest - it's deprecated code
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####################### DEPRACATED ↓↓↓↓↓↓↓↓
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#
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# var impact_vfx
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#
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# if ray: # did we hit anything?
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# if ray['collider'].has_method(&'receive_damage') && is_multiplayer_authority():
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# ray['collider'].rpc(&'damage', 20, get_multiplayer_authority(), global_transform.origin) # apply damage
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#
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# return
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#
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# if ray['collider'].has_method(&'damage'):
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# if is_multiplayer_authority(): #get_tree().multiplayer.get_multiplayer_unique_id() == 1: # make sure this can only run on the server
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# #print("SHOT HIT ", ray['collider'])
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# ray['collider'].rpc(&'damage', 20) # apply damage
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# if main.player_list.get(ray['collider'].get_multiplayer_authority()).health <= 0: # if he ded
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# ray['collider'].rpc(&'die', self.get_multiplayer_authority())
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#
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# main.player_list.players[player.get_multiplayer_authority()].score += 1 # give the killer a point
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# main.rpc(&'player_list_update', main.player_list.get(player.get_multiplayer_authority()).serialize(), player.get_multiplayer_authority())
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# hud.get_node("Crosshair").kill()
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# main.check_game_win_condition()
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#
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# # check for firstblood
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# if main.player_list.players[player.get_multiplayer_authority()].score == 1:
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# var firstblood = true
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# for i in main.player_list.players.keys():
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# if i != player.get_multiplayer_authority() and main.player_list.players[i].score > 0:
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# firstblood = false
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# if firstblood:
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# main.get_node("Announcer").speak(main.get_node("Announcer").firstblood)
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#
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# # check for revenge (payback) - don't play if this is a duel, it'd be silly
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# if main.player_list.players.size() > 2 and ray['collider'].get_multiplayer_authority() == player.revenge_pid:
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# main.get_node("Announcer").speak(main.get_node("Announcer").payback)
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# player.revenge_pid = -1 # reset revenge
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# else:
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# hud.get_node("Crosshair").hit()
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# ray['collider'].rpc(&'moan')
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#
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# # boardcast the new health value to all peers
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# main.rpc(&'player_list_update', main.player_list.get(ray['collider'].get_multiplayer_authority()).serialize(), ray['collider'].get_multiplayer_authority())
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# main.update_hud()
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#
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## impact_vfx = impact_player.instantiate()
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# else:
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## impact_vfx = impact_wall.instantiate()
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# pass
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#
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## if impact_vfx != null:
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## impact_vfx.global_transform = impact_vfx.global_transform.looking_at(ray['normal'])
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## impact_vfx.global_transform.origin = ray['position']
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## get_tree().root.add_child(impact_vfx)
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##
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# #print(ray)
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####################### DEPRACATED ↑↑↑↑↑↑↑↑
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func give_damage(target: Node, hit_position: Vector3, hit_normal: Vector3, damage: int, source_position: Vector3, type: Globals.DamageType, push: float):
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if target.has_method(&'take_damage'): # we've hit a player or something else - the ywill handle everything like effects etc.
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target.rpc(&'take_damage', get_multiplayer_authority(), hit_position, hit_normal, damage, source_position, type, push)
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else:
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# TODO take data from the material of the target and spawn an appropriate hit effect
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var impact_vfx : Node = impact_bullet.instantiate()
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get_tree().root.add_child(impact_vfx)
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impact_vfx.global_transform.origin = hit_position
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#print(impact_vfx.global_transform)
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var result = impact_vfx.look_at(hit_position + hit_normal)
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if not result: # if the look_at failed (as it will on floors and ceilings) try another approach:
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impact_vfx.look_at(hit_position + hit_normal, Vector3.LEFT)
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impact_vfx.rotate(hit_normal, randf_range(0, PI * 2))
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#print(impact_vfx.global_transform)
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func trigger(index: int, active: bool) -> void:
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#print("Weapon " + str(name) + ", Trigger " + str(index) + ", active: " + str(active))
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if index == 0 and active and animation_player.is_playing() == false:
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spread = min(spread + spread_boost, spread_max)
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var spread_offset = Vector3.ZERO
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spread_offset.x = randf_range(-1,1)
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spread_offset.y = randf_range(-1,1)
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spread_offset.z = randf_range(-1,1)
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spread_offset = spread_offset.normalized() * randf_range(spread_min, spread)
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rpc(&'shoot', spread_offset)
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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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# align the sound source with the head to produce balanced stereo
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pass #$SFX/Shoot.global_transform = camera.global_transform
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