extends Node3D const CONFIG_PATH = "weapons.cfg" const REVOLVER = 0 const UZI = 1 const CHAINSAW = 2 var state = 0 @onready var player_root = get_node("../../../../PlayerQ3") as CharacterBody3D @onready var raycast = get_node("../Camera3D/AimCast") as RayCast3D #@onready var crosshair = $Crosshair var weapons = [] var current_weapon = 0 var mouse_mov : Vector3 var sway_lerp = 5 func _ready(): get_tree().get_current_scene().ready.connect(init) func init(): var config = Runtimeloader.loadConfig(CONFIG_PATH) as ConfigFile if(config == null): return Init_Config(config) weapons[current_weapon].init() raycast.target_position.z = -weapons[current_weapon].RAY_LEN 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") 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].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(): 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