start Multiplayer
This commit is contained in:
27
Game.gd
27
Game.gd
@@ -1,35 +1,31 @@
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extends Node3D
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class_name Game
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@onready var label : Label = $CanvasLayer/Label
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@onready var player : CharacterBody3D = $PlayerQ3
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signal game_loaded
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var init_config
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func _ready():
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func load_map():
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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var config = Runtimeloader.loadConfig("init.cfg") as ConfigFile
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init_config = Runtimeloader.loadConfig("init.cfg") as ConfigFile
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print("Loading PCK...")
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for map_list in config.get_section_keys("MAPS"):
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for map in config.get_value("MAPS", map_list):
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for map_list in init_config.get_section_keys("MAPS"):
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for map in init_config.get_value("MAPS", map_list):
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Runtimeloader.loadPCK(map)
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for weapons_list in config.get_section_keys("WEAPONS"):
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for weapon in config.get_value("WEAPONS", weapons_list):
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for weapons_list in init_config.get_section_keys("WEAPONS"):
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for weapon in init_config.get_value("WEAPONS", weapons_list):
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Runtimeloader.loadPCK(weapon)
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print("Loading Resources Done.")
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Runtimeloader.loadScene("maps/test_map.tscn", self)
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#Runtimeloader.get_all_entities(node)
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game_loaded.emit()
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func _process(_delta):
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label.text = "H Velocity: %3.2f" % [Vector2(player.velocity.x, player.velocity.z).length()]
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label.text += "\nV Velocity: %3.2f" % [player.velocity.y]
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label.text += "\nOn floor: %s" % player.is_on_floor()
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func _input(event):
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if event is InputEventKey and event.is_pressed():
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if event.keycode == KEY_F:
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@@ -39,3 +35,4 @@ func _input(event):
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DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
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elif event.keycode == KEY_ESCAPE:
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get_tree().quit()
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@@ -1,6 +1,9 @@
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shader_type spatial;
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render_mode cull_back;
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uniform float z_offset : hint_range(-1, 1);
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void fragment() {
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// Place fragment code here.
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}
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// write the final depth value to the depth buffer
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DEPTH = 0.9;
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}
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@@ -1,12 +1,19 @@
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[gd_scene load_steps=6 format=3 uid="uid://bl7jynld7s25o"]
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[gd_scene load_steps=10 format=3 uid="uid://bl7jynld7s25o"]
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[ext_resource type="Script" path="res://scripts/player/PlayerQ3.gd" id="1"]
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[ext_resource type="Script" path="res://scripts/player/Weapons.gd" id="2_dl1i1"]
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[ext_resource type="Texture2D" uid="uid://17b1nu8spjfi" path="res://textures/icon.png" id="2_mxb5i"]
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[ext_resource type="Shader" path="res://assets/shader/crosshair.gdshader" id="3_3vnqi"]
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[sub_resource type="CylinderShape3D" id="1"]
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[sub_resource type="CylinderShape3D" id="CylinderShape3D_resyc"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_mqdp4"]
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_d6dov"]
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albedo_texture = ExtResource("2_mxb5i")
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uv1_scale = Vector3(3, 2, 1)
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[sub_resource type="CylinderMesh" id="CylinderMesh_j6ixa"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_qn642"]
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shader = ExtResource("3_3vnqi")
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shader_parameter/center_enabled = null
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shader_parameter/legs_enabled = null
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@@ -21,23 +28,39 @@ shader_parameter/len = null
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shader_parameter/spacing = null
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shader_parameter/spread = null
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[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_36ekt"]
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properties/0/path = NodePath(".:position")
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properties/0/spawn = true
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properties/0/sync = true
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properties/1/path = NodePath("Body:rotation")
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properties/1/spawn = true
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properties/1/sync = true
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properties/2/path = NodePath("Body/Head:rotation")
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properties/2/spawn = true
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properties/2/sync = true
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[node name="PlayerQ3" type="CharacterBody3D"]
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script = ExtResource("1")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
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shape = SubResource("1")
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shape = SubResource("CylinderShape3D_resyc")
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[node name="MeshInstance3D" type="MeshInstance3D" parent="CollisionShape3D"]
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material_override = SubResource("StandardMaterial3D_d6dov")
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mesh = SubResource("CylinderMesh_j6ixa")
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[node name="Body" type="Node3D" parent="."]
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[node name="Head" type="Node3D" parent="Body"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.75, 0)
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[node name="Hand" type="Node3D" parent="Body/Head"]
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[node name="Hand" type="Node3D" parent="Body/Head" node_paths=PackedStringArray("player_root")]
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script = ExtResource("2_dl1i1")
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player_root = NodePath("../../..")
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[node name="Crosshair" type="ColorRect" parent="Body/Head/Hand"]
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material = SubResource("ShaderMaterial_mqdp4")
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material = SubResource("ShaderMaterial_qn642")
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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@@ -51,3 +74,16 @@ current = true
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[node name="AimCast" type="RayCast3D" parent="Body/Head/Camera3D"]
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target_position = Vector3(0, 0, -1)
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collision_mask = 512
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[node name="CanvasLayer" type="CanvasLayer" parent="."]
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[node name="Label" type="Label" parent="CanvasLayer"]
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offset_right = 40.0
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offset_bottom = 14.0
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metadata/_edit_use_anchors_ = true
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[node name="Networking" type="Node" parent="."]
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[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="Networking"]
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root_path = NodePath("../..")
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replication_config = SubResource("SceneReplicationConfig_36ekt")
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@@ -9,6 +9,11 @@
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config_version=5
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_global_script_classes=[{
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"base": "Node3D",
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"class": &"Game",
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"language": &"GDScript",
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"path": "res://Game.gd"
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}, {
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"base": "Node",
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"class": &"Hitable",
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"language": &"GDScript",
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@@ -25,6 +30,7 @@ _global_script_classes=[{
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"path": "res://scripts/player/Weapon.gd"
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}]
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_global_script_class_icons={
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"Game": "",
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"Hitable": "",
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"TBPlugin": "",
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"Weapon": ""
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@@ -40,6 +46,7 @@ config/icon="res://textures/icon.png"
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[autoload]
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Runtimeloader="*res://scripts/utils/runtimeloader.gd"
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Network="*res://scripts/utils/network.gd"
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[display]
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@@ -1,4 +1,8 @@
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[gd_scene format=3 uid="uid://dsnlwjofq6psf"]
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[gd_scene load_steps=4 format=3 uid="uid://dsnlwjofq6psf"]
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[ext_resource type="Script" path="res://scenes/GUI/MainMenu.gd" id="1_23sw7"]
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[ext_resource type="PackedScene" uid="uid://3o430r2kys4k" path="res://scenes/GUI/MAIN.tscn" id="1_sojs8"]
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[ext_resource type="PackedScene" uid="uid://d0kkhtesg83g" path="res://scenes/GUI/START_GAME.tscn" id="2_ipoll"]
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[node name="Main Menu" type="Control"]
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layout_mode = 3
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@@ -9,61 +13,14 @@ anchor_right = 0.5
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anchor_bottom = 0.5
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grow_horizontal = 2
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grow_vertical = 2
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script = ExtResource("1_23sw7")
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metadata/_edit_use_anchors_ = true
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[node name="VBoxContainer" type="VBoxContainer" parent="."]
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anchors_preset = 8
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anchor_left = 0.5
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anchor_top = 0.5
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anchor_right = 0.5
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anchor_bottom = 0.5
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offset_left = -198.0
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offset_top = -104.0
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offset_right = 199.0
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offset_bottom = 64.0
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grow_horizontal = 2
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grow_vertical = 2
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[node name="MAIN" parent="." instance=ExtResource("1_sojs8")]
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[node name="HBoxContainer" type="HBoxContainer" parent="VBoxContainer"]
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offset_left = 102.0
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offset_right = 295.0
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offset_bottom = 31.0
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size_flags_horizontal = 4
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size_flags_vertical = 2
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[node name="START GAME" parent="." instance=ExtResource("2_ipoll")]
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visible = false
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[node name="Start" type="Button" parent="VBoxContainer/HBoxContainer"]
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offset_right = 96.0
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offset_bottom = 31.0
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text = "Start Game"
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[node name="ModsMenu" type="MenuButton" parent="VBoxContainer/HBoxContainer"]
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offset_left = 100.0
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offset_right = 193.0
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offset_bottom = 31.0
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text = "Select Mod"
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flat = false
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item_count = 2
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popup/item_0/text = "test1"
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popup/item_0/id = 0
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popup/item_1/text = "test2"
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popup/item_1/id = 1
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[node name="VBoxContainer2" type="VBoxContainer" parent="VBoxContainer"]
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offset_left = 138.0
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offset_top = 102.0
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offset_right = 258.0
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offset_bottom = 168.0
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size_flags_horizontal = 4
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size_flags_vertical = 10
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[node name="SettingsButton" type="Button" parent="VBoxContainer/VBoxContainer2"]
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offset_right = 120.0
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offset_bottom = 31.0
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text = "Game Settings"
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icon_alignment = 1
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[node name="ExitButton" type="Button" parent="VBoxContainer/VBoxContainer2"]
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offset_top = 35.0
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offset_right = 120.0
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offset_bottom = 66.0
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text = "Exit"
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[connection signal="start_game" from="MAIN" to="." method="_on_main_start_game"]
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[connection signal="back" from="START GAME" to="." method="_on_start_game_back"]
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[connection signal="start_game" from="START GAME" to="." method="_on_start_game_start_game"]
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@@ -1,8 +1,7 @@
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[gd_scene load_steps=7 format=3 uid="uid://8g7w4uv2xsck"]
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[gd_scene load_steps=6 format=3 uid="uid://8g7w4uv2xsck"]
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[ext_resource type="Script" path="res://Game.gd" id="1_71dcv"]
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[ext_resource type="PackedScene" uid="uid://bp5ekvan8qsmc" path="res://entities/enemy/dummy.tscn" id="2_13e86"]
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[ext_resource type="PackedScene" uid="uid://bl7jynld7s25o" path="res://entities/Player.tscn" id="3_ngdfc"]
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[ext_resource type="PackedScene" uid="uid://dsnlwjofq6psf" path="res://scenes/GUI/Main Menu.tscn" id="2_448f8"]
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[sub_resource type="PhysicalSkyMaterial" id="PhysicalSkyMaterial_2n8qo"]
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@@ -31,15 +30,10 @@ shadow_enabled = true
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[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
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environment = SubResource("Environment_oqaam")
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[node name="CanvasLayer" type="CanvasLayer" parent="."]
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[node name="Main Menu" parent="." instance=ExtResource("2_448f8")]
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[node name="Label" type="Label" parent="CanvasLayer"]
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offset_right = 40.0
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offset_bottom = 14.0
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metadata/_edit_use_anchors_ = true
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[node name="Networking" type="Node" parent="."]
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[node name="Enemy" parent="." instance=ExtResource("2_13e86")]
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transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, 23.8087, 0.346554, -28.3203)
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[node name="PlayerQ3" parent="." instance=ExtResource("3_ngdfc")]
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transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, 3.52828, 2.64918, -22.0849)
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[node name="MultiplayerSpawner" type="MultiplayerSpawner" parent="Networking"]
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_spawnable_scenes = PackedStringArray("res://entities/Player.tscn")
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spawn_path = NodePath("../..")
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File diff suppressed because one or more lines are too long
@@ -2,6 +2,9 @@ extends CharacterBody3D
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const DIST_FLOOR_SNAP := Vector3.DOWN * 0.2
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@onready var label : Label = $CanvasLayer/Label
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@onready var synchroniser = $Networking/MultiplayerSynchronizer
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@onready var body : Node3D = $Body
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@onready var head : Node3D = $Body/Head
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@onready var cam : Camera3D = $Body/Head/Camera3D
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@@ -26,9 +29,21 @@ const DIST_FLOOR_SNAP := Vector3.DOWN * 0.2
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var floor_snap := Vector3.ZERO
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func _ready():
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synchroniser.set_multiplayer_authority(str(name).to_int())
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cam.current = is_local_authority()
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func is_local_authority():
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return synchroniser.get_multiplayer_authority() == multiplayer.get_unique_id()
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func _process(_delta):
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if not is_local_authority():
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return
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label.text = "H Velocity: %3.2f" % [Vector2(velocity.x, velocity.z).length()]
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label.text += "\nV Velocity: %3.2f" % [velocity.y]
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label.text += "\nOn floor: %s" % is_on_floor()
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func get_move_direction() -> Vector3:
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var input_dir := Vector2(
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Input.get_action_strength("move_backward") - Input.get_action_strength("move_forward"),
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Input.get_action_strength("move_right") - Input.get_action_strength("move_left")
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@@ -36,18 +51,21 @@ func get_move_direction() -> Vector3:
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return input_dir.x * body.global_transform.basis.z + input_dir.y * body.global_transform.basis.x
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func _input(event):
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if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED and event is InputEventMouseMotion:
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rotate_look(event.relative * 0.001 * mouse_sensitivity)
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if is_local_authority():
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if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED and event is InputEventMouseMotion:
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rotate_look(event.relative * 0.001 * mouse_sensitivity)
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func rotate_look(amount : Vector2) -> void:
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body.rotation.y -= amount.x
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head.rotation.x = clamp(head.rotation.x - amount.y, -PI * 0.5, PI * 0.5)
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func _physics_process(delta):
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if !is_local_authority():
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move_and_slide()
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return
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var was_on_floor : bool = is_on_floor()
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var h_target_dir : Vector3 = get_move_direction()
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@@ -79,7 +97,6 @@ func _physics_process(delta):
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elif was_on_floor and !is_on_floor():
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floor_snap = Vector3.ZERO
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func accelerate(delta : float, p_target_dir : Vector3, p_target_speed : float, p_accel : float):
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var current_speed : float = velocity.dot(p_target_dir)
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var add_speed : float = p_target_speed - current_speed
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@@ -87,7 +104,6 @@ func accelerate(delta : float, p_target_dir : Vector3, p_target_speed : float, p
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var accel_speed : float = min(add_speed, p_accel * delta * p_target_speed)
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velocity += p_target_dir * accel_speed
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func apply_friction(delta : float):
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#var vec : Vector3 = velocity
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@@ -47,7 +47,7 @@ func init():
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can_shoot = true
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InitialPos(DRAW_TIME, DRAW_TIME)
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|
||||
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||||
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||||
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func InitialPos(draw_time, ready_time):
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tween = create_tween()
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@@ -1,22 +1,22 @@
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extends Node3D
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const CONFIG_PATH = "weapons.cfg"
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signal shoot
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var state = 0
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@onready var player_root = get_node("../../../../PlayerQ3") as CharacterBody3D
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@export var player_root : CharacterBody3D
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@onready var raycast = get_node("../Camera3D/AimCast") as RayCast3D
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#@onready var crosshair = $Crosshair
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var ALL_WEAPONS = {}
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var weapons = []
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var current_weapon = 0
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var current_weapon_index = 0
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var current_weapon = null
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var mouse_mov : Vector3
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var sway_lerp = 5
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func _ready():
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get_tree().get_current_scene().ready.connect(init)
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get_tree().get_current_scene().game_loaded.connect(init)
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func init():
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var config = Runtimeloader.loadConfig(CONFIG_PATH) as ConfigFile
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||||
@@ -24,7 +24,98 @@ func init():
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||||
return
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||||
|
||||
Init_Config(config)
|
||||
ChangeWeapon(0)
|
||||
|
||||
var init_config = get_tree().get_current_scene().init_config
|
||||
|
||||
for w_name in init_config.get_value("PLAYER", "starting_weapons"):
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||||
GiveWeapon(w_name)
|
||||
|
||||
|
||||
func GiveWeapon(weapon_name):
|
||||
if weapon_name in ALL_WEAPONS and not ALL_WEAPONS[weapon_name] in weapons:
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||||
weapons.append(ALL_WEAPONS[weapon_name])
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||||
ChangeWeapon(posmod(current_weapon_index, weapons.size()))
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||||
|
||||
func TakeWeapon(weapon_name):
|
||||
if weapon_name in ALL_WEAPONS and ALL_WEAPONS[weapon_name] in weapons:
|
||||
weapons.erase(ALL_WEAPONS[weapon_name])
|
||||
ChangeWeapon(posmod(current_weapon_index, weapons.size()))
|
||||
|
||||
|
||||
func _input(event):
|
||||
if event is InputEventMouseMotion:
|
||||
mouse_mov.y = clampf(-event.relative.x, -0.1, 0.1)
|
||||
mouse_mov.x = clampf(event.relative.y, -0.1, 0.1)
|
||||
|
||||
func _unhandled_input(_event):
|
||||
if(weapons.size() == 0):
|
||||
return
|
||||
|
||||
if weapons.size() > 1 && Input.is_action_just_released("wheel_up"):
|
||||
ChangeWeapon(posmod((current_weapon_index + 1),weapons.size()))
|
||||
if weapons.size() > 1 && Input.is_action_just_released("wheel_down"):
|
||||
ChangeWeapon(posmod(current_weapon_index - 1,weapons.size()))
|
||||
|
||||
if Input.is_action_just_pressed("reload"):
|
||||
current_weapon.Reload()
|
||||
|
||||
func ChangeWeapon(i):
|
||||
if(current_weapon):
|
||||
current_weapon.hide()
|
||||
|
||||
if(weapons.size() == 0):
|
||||
current_weapon = null
|
||||
return
|
||||
|
||||
current_weapon_index = i
|
||||
current_weapon = weapons[current_weapon_index]
|
||||
current_weapon.show()
|
||||
current_weapon.init()
|
||||
raycast.target_position.z = -current_weapon.RAY_LEN
|
||||
|
||||
var time = 0
|
||||
func _process(delta):
|
||||
if(current_weapon == null):
|
||||
return
|
||||
|
||||
if Input.is_action_pressed("shoot") && current_weapon.Shoot():
|
||||
if(current_weapon.HITSCAN):
|
||||
HitScan()
|
||||
else:
|
||||
Projectile()
|
||||
|
||||
if Input.is_action_just_released("shoot"):
|
||||
current_weapon.Release()
|
||||
|
||||
|
||||
#SWAY
|
||||
if mouse_mov != null && mouse_mov.length() > 0:
|
||||
current_weapon.MODEL.rotation = current_weapon.MODEL.rotation.lerp(mouse_mov, sway_lerp * delta)
|
||||
mouse_mov = Vector3.ZERO
|
||||
else:
|
||||
current_weapon.MODEL.rotation = current_weapon.MODEL.rotation.lerp(Vector3.ZERO, sway_lerp * delta)
|
||||
|
||||
#BOB
|
||||
if player_root.velocity.length() > 0:
|
||||
time += delta
|
||||
var bobOscillate = sin(time * 4 * (2 * PI)) * 0.01
|
||||
position.y = bobOscillate
|
||||
bobOscillate = sin(time * 4 * (PI) + PI/4) * 0.015
|
||||
position.x = bobOscillate
|
||||
|
||||
|
||||
func HitScan():
|
||||
if(raycast.is_colliding()):
|
||||
var target = raycast.get_collider()
|
||||
print_debug("Hit target ", target.name, " with ", current_weapon.name, " ",current_weapon_index, ". Dealt damage ", current_weapon.DAMAGE)
|
||||
if(raycast.get_collision_mask_value(10)):
|
||||
if(target is Hitable):
|
||||
target.Hit(current_weapon.DAMAGE)
|
||||
|
||||
|
||||
func Projectile():
|
||||
pass
|
||||
|
||||
|
||||
func Init_Config(config):
|
||||
for weapon in config.get_sections():
|
||||
@@ -71,71 +162,4 @@ func Init_Config(config):
|
||||
root.RELOAD_ANGULAR_MOMENTUM = config.get_value(weapon, "RELOAD_ANGULAR_MOMENTUM")
|
||||
root.RELOAD_TIME = config.get_value(weapon, "RELOAD_TIME")
|
||||
|
||||
weapons.append(root)
|
||||
|
||||
func _input(event):
|
||||
if event is InputEventMouseMotion:
|
||||
mouse_mov.y = clampf(-event.relative.x, -0.1, 0.1)
|
||||
mouse_mov.x = clampf(event.relative.y, -0.1, 0.1)
|
||||
|
||||
|
||||
|
||||
func _unhandled_input(_event):
|
||||
if weapons.size() > 1 && Input.is_action_just_released("wheel_up"):
|
||||
ChangeWeapon((current_weapon + 1) % weapons.size())
|
||||
if weapons.size() > 1 && Input.is_action_just_released("wheel_down"):
|
||||
ChangeWeapon((current_weapon - 1) % weapons.size())
|
||||
|
||||
|
||||
if Input.is_action_just_pressed("reload"):
|
||||
weapons[current_weapon].Reload()
|
||||
|
||||
func ChangeWeapon(i):
|
||||
weapons[current_weapon].hide()
|
||||
current_weapon = i
|
||||
weapons[current_weapon].show()
|
||||
weapons[current_weapon].init()
|
||||
raycast.target_position.z = -weapons[current_weapon].RAY_LEN
|
||||
|
||||
var time = 0
|
||||
func _process(delta):
|
||||
if Input.is_action_pressed("shoot") && weapons[current_weapon].Shoot():
|
||||
shoot.emit(0.20, 0.15)
|
||||
if(weapons[current_weapon].HITSCAN):
|
||||
HitScan()
|
||||
else:
|
||||
Projectile()
|
||||
|
||||
if Input.is_action_just_released("shoot"):
|
||||
weapons[current_weapon].Release()
|
||||
|
||||
|
||||
#SWAY
|
||||
if mouse_mov != null && mouse_mov.length() > 0:
|
||||
weapons[current_weapon].MODEL.rotation = weapons[current_weapon].MODEL.rotation.lerp(mouse_mov, sway_lerp * delta)
|
||||
mouse_mov = Vector3.ZERO
|
||||
else:
|
||||
weapons[current_weapon].MODEL.rotation = weapons[current_weapon].MODEL.rotation.lerp(Vector3.ZERO, sway_lerp * delta)
|
||||
|
||||
#BOB
|
||||
if player_root.velocity.length() > 0:
|
||||
time += delta
|
||||
var bobOscillate = sin(time * 4 * (2 * PI)) * 0.01
|
||||
position.y = bobOscillate
|
||||
bobOscillate = sin(time * 4 * (PI) + PI/4) * 0.015
|
||||
position.x = bobOscillate
|
||||
|
||||
|
||||
func HitScan():
|
||||
if(raycast.is_colliding()):
|
||||
var target = raycast.get_collider()
|
||||
print_debug("Hit target ", target.name, " with ", weapons[current_weapon].MODEL.name, " ",current_weapon, ". Dealt damage ", weapons[current_weapon].DAMAGE)
|
||||
if(raycast.get_collision_mask_value(10)):
|
||||
if(target is Hitable):
|
||||
target.Hit(weapons[current_weapon].DAMAGE)
|
||||
|
||||
|
||||
func Projectile():
|
||||
pass
|
||||
|
||||
|
||||
ALL_WEAPONS[root.name] = root
|
||||
|
||||
@@ -7,10 +7,6 @@ func _ready():
|
||||
if(not OS.has_feature("editor")):
|
||||
EXTERNAL_PATH = OS.get_executable_path().get_base_dir() + "/scoom/"
|
||||
|
||||
func _input(event):
|
||||
if event is InputEventKey and event.is_pressed():
|
||||
if event.keycode == KEY_T:
|
||||
load_gltf("models/runtime_loader_test.glb")
|
||||
|
||||
func get_all_children(in_node, arr = []):
|
||||
arr.push_back(in_node)
|
||||
|
||||
Reference in New Issue
Block a user