Add Sway and Bob

This commit is contained in:
2022-12-06 00:48:50 +01:00
parent 04a4ebc899
commit 825d86f271
26 changed files with 1513 additions and 116 deletions

122
scripts/player/Weapons.gd Normal file
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extends Node3D
const CONFIG_PATH = "user://weapons.scoom"
const REVOLVER = 0
const REST = 0
const BOB = 1
var state = 0
@onready var player_root = get_node("../../../../PlayerQ3") as CharacterBody3D
var weapons = []
var current_weapon = 0
var file_data = {
REVOLVER:
{
"HAND_POS": Vector3(0.4,-0.45,-1),
"HAND_ROT": Vector3(0,PI,0),
"MODEL": "Revolver",
"MAX_CLIP": 5,
"DAMAGE": 25,
"MOMENTUM": Vector2(0.3, -0.25),
"ANGULAR_MOMENTUM": Vector3(-60, 7, 10),
"RECOIL_COOLDOWN": 0.35,
"RPM": 120,
"DRAW_POS": Vector3(0,-0.5,-0.3),
"DRAW_ROT": Vector3(1.3, 0, 0)
}
}
var mouse_mov : Vector3
var sway_threshold = 5
var sway_lerp = 5
@export var sway_left : Vector3
@export var sway_right : Vector3
@export var sway_normal : Vector3
func _ready():
save_data(file_data)
load_data()
for i in range(0, file_data.size()):
var root = Weapon.new()
root.name = str(i)
var resource = "res://scenes/weapons/" + file_data[i].MODEL + ".tscn"
var weapon_model_resource = load(resource)
var weapon_model = weapon_model_resource.instantiate()
root.add_child(weapon_model)
root.position = file_data[i].HAND_POS
root.rotation = file_data[i].HAND_ROT
root.hide()
add_child(root)
root.MAX_CLIP = file_data[i].MAX_CLIP
root.DAMAGE = file_data[i].DAMAGE
root.MOMENTUM = file_data[i].MOMENTUM
root.ANGULAR_MOMENTUM = file_data[i].ANGULAR_MOMENTUM
root.RECOIL_COOLDOWN = file_data[i].RECOIL_COOLDOWN
root.RPM = file_data[i].RPM
root.MODEL = root.get_node(file_data[i].MODEL)
root.DRAW_POS = file_data[i].DRAW_POS
root.DRAW_ROT = file_data[i].DRAW_ROT
weapons.append(root)
weapons[current_weapon].init()
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"):
weapons[current_weapon].hide()
current_weapon = (current_weapon + 1) % weapons.size()
weapons[current_weapon].init()
if weapons.size() > 1 && Input.is_action_just_released("wheel_down"):
weapons[current_weapon].hide()
current_weapon = (current_weapon - 1) % weapons.size()
weapons[current_weapon].init()
var time = 0
func _process(delta):
if Input.is_action_pressed("shoot"):
weapons[current_weapon].Shoot()
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
#else:
#position = lerp(position, Vector3.ZERO, )
func save_data(data):
var file = FileAccess.open(CONFIG_PATH, FileAccess.WRITE)
file.store_var(data)
func load_data():
var file = FileAccess.open(CONFIG_PATH, FileAccess.READ)
var data = file.get_var()
file_data = data