Burst now supports fire delay and has validation check
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1 changed files with 35 additions and 11 deletions
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@ -8,39 +8,63 @@ class_name BurstFireMode
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@export_range(1,25,1,"or_greater") var burst_amount : int = 1
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## Time to reload a burst
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@export var burst_time : float
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@export var reload_time : float
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## Delay between shots [br]
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@export var fire_delay : float
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## Amount of bullets currently [br]
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## Resets in _on_fire_end
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var current_amount : int = 0
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## Controls burst internal reload
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## Is burst currently reloading
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var reloading : bool = false
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## Reference to scene timer
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var timer : SceneTreeTimer = null
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## Is fire mode on delay?
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var cooldown : bool = false
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## Reference to reload scene timer
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var reload_timer : SceneTreeTimer = null
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## Reference to cooldown scene timer
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var cooldown_timer : SceneTreeTimer = null
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func _on_fire_begin(_tree : SceneTree) -> void:
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current_amount = 0
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if timer != null:
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timer.timeout.disconnect(on_reload_timeout)
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timer = null
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reloading = false
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cooldown = false
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check_unfinished_timer(reload_timer,on_reload_timeout)
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check_unfinished_timer(cooldown_timer,on_cooldown_timeout)
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func _process(_tree : SceneTree) -> void:
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if reloading:
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if reloading or cooldown:
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return
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if _fire():
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current_amount += 1
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cooldown_timer = _tree.create_timer(fire_delay)
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cooldown_timer.timeout.connect(on_cooldown_timeout)
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if current_amount >= burst_amount:
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reloading = true
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timer = _tree.create_timer(burst_time)
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timer.timeout.connect(on_reload_timeout)
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reload_timer = _tree.create_timer(reload_time)
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reload_timer.timeout.connect(on_reload_timeout)
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## Invoked when reload has ended
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func on_reload_timeout() -> void:
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reloading = false
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current_amount = 0
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timer = null
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reload_timer = null
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## Invoked when cooldown has ended
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func on_cooldown_timeout() -> void:
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cooldown = false
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cooldown_timer = null
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## Checks if timer is unfinished and unbounds to avoid errors
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func check_unfinished_timer(timer : SceneTreeTimer, bounded_callable : Callable) -> void:
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if timer == null:
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return
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timer.timeout.disconnect(bounded_callable)
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