fix weapon draw bug

This commit is contained in:
2023-01-03 23:16:05 +01:00
parent b5286a5f54
commit b2b82271f7
4 changed files with 22 additions and 24 deletions

View File

@@ -1,9 +1,7 @@
extends Node3D
const CONFIG_PATH = "weapons.cfg"
const REVOLVER = 0
const UZI = 1
const CHAINSAW = 2
signal shoot
var state = 0
@onready var player_root = get_node("../../../../PlayerQ3") as CharacterBody3D
@@ -26,8 +24,7 @@ func init():
return
Init_Config(config)
weapons[current_weapon].init()
raycast.target_position.z = -weapons[current_weapon].RAY_LEN
ChangeWeapon(0)
func Init_Config(config):
for weapon in config.get_sections():
@@ -96,12 +93,14 @@ func _unhandled_input(_event):
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: