Files
Scoom/scripts/player/Weapon.gd
2023-01-03 23:16:05 +01:00

104 lines
2.5 KiB
GDScript

extends Node3D
class_name Weapon
const DEFAULT = 0
const INITIAL = 1
const SHOOT = 2
const RELOAD = 3
const DRAW_TIME = 0.35
var MELEE : bool
var MAX_CLIP : int
var DAMAGE : float
var MOMENTUM : Vector2
var ANGULAR_MOMENTUM : Vector3
var RECOIL_COOLDOWN : float
var RPM: float
var DRAW_POS : Vector3
var DRAW_ROT : Vector3
var MODEL : Node3D
var FIREMODE : int
var HITSCAN : bool
var RAY_LEN : float = 1000
var RELOAD_TIME : float
var RELOAD_MOMENTUM : Vector3
var RELOAD_ANGULAR_MOMENTUM : Vector3
var SHOOTING_SPEED: float
var can_shoot : bool
var clip : int
var state = DEFAULT
var tween : Tween
func stop_tween():
if(tween.is_running()):
tween.stop()
func init():
state = DEFAULT
SHOOTING_SPEED = 60.0 / RPM
if(tween != null && tween.is_running()):
tween.stop()
MODEL.position = DRAW_POS
MODEL.rotation = DRAW_ROT
can_shoot = true
InitialPos(DRAW_TIME, DRAW_TIME)
func InitialPos(draw_time, ready_time):
tween = create_tween()
tween.set_trans(Tween.TRANS_QUAD)
tween.set_parallel(true)
tween.tween_property(MODEL, "position", Vector3.ZERO, draw_time)
tween.tween_property(MODEL, "rotation", Vector3.ZERO, draw_time)
tween.tween_callback(func(): state = INITIAL).set_delay(ready_time)
func Shoot():
if CanShoot():
if not FIREMODE:
can_shoot = false
if not MELEE:
clip -= 1
state = SHOOT;
tween = create_tween()
tween.set_trans(Tween.TRANS_ELASTIC)
tween.set_ease(Tween.EASE_OUT)
tween.set_parallel(true)
tween.tween_property(MODEL, "position", Vector3(.0, MOMENTUM.x, MOMENTUM.y), RECOIL_COOLDOWN / 2)
var rand_rot_y = randf_range(-ANGULAR_MOMENTUM.y,ANGULAR_MOMENTUM.y)
var rand_rot_z = randf_range(-ANGULAR_MOMENTUM.z,ANGULAR_MOMENTUM.z)
tween.tween_property(MODEL, "rotation", Vector3(deg_to_rad(ANGULAR_MOMENTUM.x),deg_to_rad(rand_rot_y),deg_to_rad(rand_rot_z)),RECOIL_COOLDOWN /2)
tween.tween_callback(func(): InitialPos(RECOIL_COOLDOWN / 2, SHOOTING_SPEED / 2)).set_delay(SHOOTING_SPEED / 2)
return true
return false
func CanShoot():
return clip > 0 && state == INITIAL && can_shoot
func Release():
if !FIREMODE:
can_shoot = true
func Reload():
if(clip < MAX_CLIP && state == INITIAL):
state = RELOAD
tween = create_tween()
tween.set_trans(Tween.TRANS_CIRC)
tween.set_ease(Tween.EASE_IN)
tween.set_parallel(true)
tween.tween_property(MODEL, "position", RELOAD_MOMENTUM, RELOAD_TIME)
tween.tween_property(MODEL, "rotation", RELOAD_ANGULAR_MOMENTUM, RELOAD_TIME)
tween.tween_callback(init).set_delay(RELOAD_TIME)
clip = MAX_CLIP
return true
return false