blank weapon fire system
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11 changed files with 92 additions and 51 deletions
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@ -2,6 +2,8 @@ extends Node3D
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class_name Weapon
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signal fired()
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@onready var barrel = $"Barrel"
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@export var uses_hands: Array[CommandQueue.Side]
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@ -10,6 +12,7 @@ var ammo: int = max_ammo
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@export var ammo_consumption: int = 1
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@export var fire_mode: BaseFireMode
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## Weapon animation library. Should contain "static", "fire", "reload" animations
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@export var animation_library: AnimationLibrary
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@ -17,17 +20,23 @@ var is_firing: bool = false
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func _ready() -> void:
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fire_mode.barrel = barrel
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fire_mode.tree = get_tree()
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barrel.fired.connect(on_barrel_fired)
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## Begin to fire
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func request_fire() -> void:
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fire_mode.on_fire_begin(get_tree())
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is_firing = true
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fire_mode._on_fire_begin()
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func _process(_dt) -> void:
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if is_firing:
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fire_mode._process(get_tree())
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fire_mode._process()
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## End fire
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func end_fire() -> void:
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fire_mode.on_fire_end(get_tree())
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is_firing = false
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if is_firing:
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fire_mode._on_fire_end()
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is_firing = false
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func on_barrel_fired() -> void:
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is_firing = true
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fired.emit()
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