Gun reload
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a3dfc050f1
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6 changed files with 118 additions and 44 deletions
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@ -1,9 +1,16 @@
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[gd_resource type="AnimationLibrary" load_steps=8 format=3 uid="uid://cw8bt4hqxpk55"]
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[gd_resource type="AnimationLibrary" load_steps=16 format=3 uid="uid://cw8bt4hqxpk55"]
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[ext_resource type="Texture2D" uid="uid://cf7avgppv4kfk" path="res://base/assets/sprites/guns/placeholder/static.png" id="1_yheqn"]
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[ext_resource type="Texture2D" uid="uid://ij02cx0xdckw" path="res://base/assets/sprites/guns/placeholder/reload1.png" id="5_ve5jf"]
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[ext_resource type="Texture2D" uid="uid://baptu307a0dw5" path="res://base/assets/sprites/guns/placeholder/reload2.png" id="6_cr4tl"]
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[ext_resource type="Texture2D" uid="uid://pb6jybpwasxj" path="res://base/assets/sprites/guns/placeholder/reload3.png" id="7_ripfx"]
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[ext_resource type="Texture2D" uid="uid://v2m8ikar64o5" path="res://base/assets/sprites/guns/placeholder/reload4.png" id="8_y82fu"]
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[ext_resource type="Texture2D" uid="uid://cfw6p5g680c55" path="res://base/assets/sprites/guns/placeholder/shoot1.png" id="9_6fi3a"]
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[ext_resource type="Texture2D" uid="uid://b40b8l3yctlax" path="res://base/assets/sprites/guns/placeholder/reload5.png" id="9_7aydm"]
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[ext_resource type="Texture2D" uid="uid://bwfkjfpk4dwx0" path="res://base/assets/sprites/guns/placeholder/shoot2.png" id="10_mjqfp"]
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[ext_resource type="Texture2D" uid="uid://b55h6w4km2c3u" path="res://base/assets/sprites/guns/placeholder/reload6.png" id="10_x8exi"]
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[ext_resource type="Texture2D" uid="uid://bp1frp3sm8bic" path="res://base/assets/sprites/guns/placeholder/shoot3.png" id="11_0d256"]
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[ext_resource type="Texture2D" uid="uid://b4fp0oo8qcino" path="res://base/assets/sprites/guns/placeholder/reload7.png" id="11_bkso5"]
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[sub_resource type="Animation" id="Animation_i1xqq"]
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length = 0.001
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@ -47,10 +54,41 @@ tracks/1/keys = {
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"transitions": PackedFloat32Array(1, 1),
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"values": [{
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"args": [],
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"method": &"fire_task_finish"
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"method": &"finish_task"
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}, {
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"args": [],
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"method": &"on_fire_animation_end"
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"method": &"reset_animation"
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}]
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}
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[sub_resource type="Animation" id="Animation_08xoc"]
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resource_name = "reload"
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length = 1.10001
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step = 0.1
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath(".:texture")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(0, 0.1, 0.3, 0.4, 0.7, 0.8, 1),
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"transitions": PackedFloat32Array(1, 1, 1, 1, 1, 1, 1),
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"update": 1,
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"values": [ExtResource("5_ve5jf"), ExtResource("6_cr4tl"), ExtResource("7_ripfx"), ExtResource("8_y82fu"), ExtResource("9_7aydm"), ExtResource("10_x8exi"), ExtResource("11_bkso5")]
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}
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tracks/1/type = "method"
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tracks/1/imported = false
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tracks/1/enabled = true
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tracks/1/path = NodePath("../..")
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tracks/1/interp = 1
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tracks/1/loop_wrap = true
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tracks/1/keys = {
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"times": PackedFloat32Array(1.1),
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"transitions": PackedFloat32Array(1),
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"values": [{
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"args": [],
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"method": &"finish_task"
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}]
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}
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@ -75,5 +113,6 @@ tracks/0/keys = {
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_data = {
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&"RESET": SubResource("Animation_i1xqq"),
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&"fire": SubResource("Animation_8sdfx"),
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&"reload": SubResource("Animation_08xoc"),
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&"static": SubResource("Animation_ma1q3")
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}
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@ -35,6 +35,19 @@ stretch_mode = 6
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[node name="AnimationPlayer" type="AnimationPlayer" parent="HUD/Weapon"]
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autoplay = "static"
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[node name="Ammo" type="Label" parent="HUD"]
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anchors_preset = 3
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anchor_left = 1.0
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anchor_top = 1.0
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anchor_right = 1.0
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anchor_bottom = 1.0
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offset_left = -54.0
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offset_top = -23.0
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grow_horizontal = 0
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grow_vertical = 0
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theme_override_font_sizes/font_size = 32
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text = "0/0"
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[node name="WeaponContainer" type="Node3D" parent="."]
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[node name="Weapon" parent="WeaponContainer" instance=ExtResource("2_ma1q3")]
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@ -22,7 +22,7 @@ signal command_popped(commands: Array[CommandQueue.Command])
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enum Side { LEFT, RIGHT }
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## Used anywhere you could get null
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const DEFAULT_COMMAND = Command.NONE
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const DEFAULT_COMMAND = CommandQueue.Command.NONE
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## Dictionary filled with queues for each side
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var command_queue: Dictionary = {}
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@ -11,8 +11,8 @@ var queue: CommandQueue = CommandQueue.new()
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@onready var weapon_player: AnimationPlayer = $"HUD/Weapon/AnimationPlayer"
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@onready var weapons: Node3D = $"WeaponContainer"
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const DEFAULT_SIDES: Array[CommandQueue.Side] = [CommandQueue.Side.LEFT, CommandQueue.Side.RIGHT]
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const ONEHANDED_FIRE_COMMAND: Array[CommandQueue.Command] = [CommandQueue.Command.NONE, CommandQueue.Command.FIRE]
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# Placeholder UI
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@onready var ammo_label: Label = $"HUD/Ammo"
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var current_weapon: Weapon
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@ -22,30 +22,31 @@ func _ready() -> void:
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current_weapon = weapons.get_child(0) as Weapon
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current_weapon.fired.connect(on_weapon_fired)
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current_weapon.fire_failed.connect(finish_task)
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weapon_player.add_animation_library("current", current_weapon.animation_library)
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weapon_player.play("current/static")
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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update_ammo_label()
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func _process(_delta: float) -> void:
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var can_queue_fire = true
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var weapon_sides = current_weapon.uses_hands
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for side in weapon_sides:
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if queue.current_command(side) != CommandQueue.DEFAULT_COMMAND:
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can_queue_fire = false
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break
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if can_queue_fire:
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var weapon_sides_are_free = not queue.sides_are_busy(weapon_sides)
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if weapon_sides_are_free:
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# Fire logic
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var fire_action = Input.is_action_just_pressed('shoot') if \
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current_weapon.fire_mode is SingleFireMode else \
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Input.is_action_pressed('shoot')
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if fire_action:
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var fire_commands = {}
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for side in weapon_sides:
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fire_commands[side] = CommandQueue.Command.FIRE
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queue.push(fire_commands)
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push_copied_command(CommandQueue.Command.FIRE, weapon_sides)
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# Reload logic
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var reload_action = Input.is_action_just_pressed('reload')
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if reload_action:
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if not queue.has_command(CommandQueue.Command.RELOAD):
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push_copied_command(CommandQueue.Command.RELOAD, weapon_sides)
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for side in CommandQueue.Side.values():
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var command = queue.current_command(side)
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match side:
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@ -84,7 +85,18 @@ func on_queue_command_pushed(commands: Dictionary):
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CommandQueue.Side.RIGHT:
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handle_new_right_command(commands[side])
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func fire_task_finish():
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func push_copied_command(command: CommandQueue.Command, sides: Array[CommandQueue.Side]):
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var commands = {}
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for side in sides:
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commands[side] = command
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queue.push(commands)
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func finish_task():
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queue.pop()
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func reset_animation_and_finish_task():
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weapon_player.play("current/static")
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queue.pop()
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func on_queue_command_popped(commands):
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@ -95,52 +107,49 @@ func on_queue_command_popped(commands):
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CommandQueue.Side.RIGHT:
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handle_ended_right_command(commands[i])
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func update_ammo_label():
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ammo_label.text = "{ammo}/{max}".format({
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ammo = current_weapon.ammo,
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max = current_weapon.max_ammo
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})
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func on_weapon_fired():
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weapon_player.play("current/fire")
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update_ammo_label()
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func on_fire_animation_end():
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func on_weapon_reload():
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weapon_player.play("current/reload")
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func reset_animation():
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weapon_player.play("current/static")
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func handle_new_left_command(command: CommandQueue.Command):
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match command:
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CommandQueue.Command.NONE:
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pass
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_:
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print('New command %s is not implemented for left hand.' % command)
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pass
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func handle_new_right_command(command: CommandQueue.Command):
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match command:
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CommandQueue.Command.NONE | CommandQueue.Command.FIRE:
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pass
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_:
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print('New command %s is not implemented for right hand.' % command)
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CommandQueue.Command.RELOAD:
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weapon_player.play('current/reload')
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func handle_ended_left_command(command: CommandQueue.Command):
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match command:
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CommandQueue.Command.NONE:
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pass
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_:
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print('Ended command %s is not implemented for left hand.' % command)
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pass
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func handle_ended_right_command(command: CommandQueue.Command):
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match command:
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CommandQueue.Command.NONE | CommandQueue.Command.FIRE:
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pass
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_:
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print('Ended command %s is not implemented for right hand.' % command)
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CommandQueue.Command.FIRE:
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current_weapon.end_fire()
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CommandQueue.Command.RELOAD:
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weapon_player.play('current/static')
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current_weapon.reload()
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update_ammo_label()
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func handle_current_left_command(command: CommandQueue.Command):
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match command:
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CommandQueue.Command.NONE:
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pass
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_:
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print('Current command %s is not implemented for left hand.' % command)
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pass
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func handle_current_right_command(command: CommandQueue.Command):
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match command:
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CommandQueue.Command.NONE:
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pass
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CommandQueue.Command.FIRE:
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current_weapon.request_fire()
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_:
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print('Current command %s is not implemented for right hand.' % command)
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@ -3,6 +3,7 @@ extends Node3D
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class_name Weapon
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signal fired()
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signal fire_failed()
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@onready var barrel = $"Barrel"
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@export var uses_hands: Array[CommandQueue.Side]
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@ -25,7 +26,10 @@ func _ready() -> void:
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## Begin to fire
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func request_fire() -> void:
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fire_mode._on_fire_begin()
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if not is_firing and ammo >= ammo_consumption:
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fire_mode._on_fire_begin()
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elif ammo < ammo_consumption:
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fire_failed.emit()
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func _process(_dt) -> void:
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if is_firing:
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@ -39,4 +43,8 @@ func end_fire() -> void:
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func on_barrel_fired() -> void:
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is_firing = true
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ammo -= ammo_consumption
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fired.emit()
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func reload() -> void:
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ammo = max_ammo
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