extends Node3D const CONFIG_PATH = "weapons.cfg" @export var player_root : CharacterBody3D @onready var raycast = get_node("../Camera3D/AimCast") as RayCast3D #@onready var crosshair = $Crosshair var ALL_WEAPONS = {} var weapons = [] var current_weapon_index = 0 var current_weapon = null var mouse_mov : Vector3 var sway_lerp = 5 func _ready(): get_tree().get_current_scene().game_loaded.connect(init) func init(): var config = Runtimeloader.loadConfig(CONFIG_PATH) as ConfigFile if(config == null): return Init_Config(config) var init_config = get_tree().get_current_scene().init_config for w_name in init_config.get_value("PLAYER", "starting_weapons"): GiveWeapon(w_name) func GiveWeapon(weapon_name): if weapon_name in ALL_WEAPONS and not ALL_WEAPONS[weapon_name] in weapons: weapons.append(ALL_WEAPONS[weapon_name]) ChangeWeapon(posmod(current_weapon_index, weapons.size())) 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(): var root = Weapon.new() root.name = weapon var model_path = config.get_value(weapon, "MODEL") as String var weapon_model if(model_path.ends_with(".glb") or model_path.ends_with(".gltf")): weapon_model = Runtimeloader.load_gltf(model_path, root) as Node3D elif(model_path.ends_with(".tscn") or model_path.ends_with(".scn")): weapon_model = Runtimeloader.loadScene(model_path, root) else: printerr("Invalid file extension for "+ model_path) continue root.position = config.get_value(weapon, "HAND_POS") root.rotation = config.get_value(weapon, "HAND_ROT") root.hide() add_child(root) #Set Weapon Data root.MELEE = config.get_value(weapon, "MELEE") root.MAX_CLIP = config.get_value(weapon, "MAX_CLIP") root.clip = root.MAX_CLIP root.DAMAGE = config.get_value(weapon, "DAMAGE") root.RPM = config.get_value(weapon, "RPM") root.FIREMODE = config.get_value(weapon, "FIREMODE") root.HITSCAN = config.get_value(weapon, "HITSCAN") if(not root.HITSCAN): print("Projectile stats") else: root.RAY_LEN = config.get_value(weapon, "RAY_LEN") #Set Anim Data root.MODEL = weapon_model root.DRAW_POS = config.get_value(weapon, "DRAW_POS") root.DRAW_ROT = config.get_value(weapon, "DRAW_ROT") root.MOMENTUM = config.get_value(weapon, "MOMENTUM") root.ANGULAR_MOMENTUM = config.get_value(weapon, "ANGULAR_MOMENTUM") root.RECOIL_COOLDOWN = config.get_value(weapon, "RECOIL_COOLDOWN") root.RELOAD_MOMENTUM = config.get_value(weapon, "RELOAD_MOMENTUM") root.RELOAD_ANGULAR_MOMENTUM = config.get_value(weapon, "RELOAD_ANGULAR_MOMENTUM") root.RELOAD_TIME = config.get_value(weapon, "RELOAD_TIME") ALL_WEAPONS[root.name] = root