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