Proper firing logic handling

This commit is contained in:
Alexey 2025-07-26 18:10:44 +03:00
commit 6a317d1913
12 changed files with 44 additions and 20 deletions

View file

@ -8,6 +8,7 @@ enum Command {
NONE,
TAKE_WEAPON,
FIRE,
STOP_FIRING,
RELOAD,
HOLSTER_WEAPON,
TAKE_ZAZA,
@ -30,7 +31,6 @@ var command_queue: Dictionary = {}
func _init() -> void:
for side in Side.values():
print(side)
var arr: Array[Command] = []
command_queue[side] = arr

View file

@ -36,12 +36,11 @@ func _process(_delta: float) -> void:
var weapon_sides_are_free = not queue.sides_are_busy(weapon_sides)
if weapon_sides_are_free:
# Fire logic
var fire_action = Input.is_action_just_pressed('shoot') if \
current_weapon.fire_mode is SingleFireMode else \
Input.is_action_pressed('shoot')
var fire_action = Input.is_action_just_pressed('shoot')
if fire_action:
push_copied_command(CommandQueue.Command.FIRE, weapon_sides)
# Reload logic
var reload_action = Input.is_action_just_pressed('reload')
if reload_action:
@ -57,6 +56,13 @@ func _process(_delta: float) -> void:
slot_id = slot
if slot_action:
weapons.select_slot(slot_id)
# Stop firing logic
if not current_weapon.fire_mode is SingleFireMode:
var stop_firing_action = Input.is_action_just_released('shoot')
if stop_firing_action:
push_copied_command(CommandQueue.Command.STOP_FIRING, weapon_sides)
for side in CommandQueue.Side.values():
var command = queue.current_command(side)
@ -92,6 +98,7 @@ func on_weapon_slot_selected():
if current_weapon != null:
current_weapon.fired.disconnect(on_weapon_fired)
current_weapon.fire_failed.disconnect(finish_task)
current_weapon.fire_allowed.disconnect(finish_task)
weapon_player.remove_animation_library("current")
@ -99,6 +106,7 @@ func on_weapon_slot_selected():
current_weapon.fired.connect(on_weapon_fired)
current_weapon.fire_failed.connect(finish_task)
current_weapon.fire_allowed.connect(finish_task)
weapon_player.add_animation_library("current", current_weapon.animation_library)
weapon_player.play("current/static")
@ -150,6 +158,7 @@ func update_ammo_label():
})
func on_weapon_fired():
weapon_player.stop()
weapon_player.play("current/fire")
update_ammo_label()
@ -167,6 +176,9 @@ func handle_new_right_command(command: CommandQueue.Command):
match command:
CommandQueue.Command.RELOAD:
weapon_player.play('current/reload')
CommandQueue.Command.STOP_FIRING:
if queue.current_command(CommandQueue.Side.RIGHT) == CommandQueue.Command.FIRE:
current_weapon.end_fire()
func handle_ended_left_command(command: CommandQueue.Command):
match command:
@ -189,6 +201,8 @@ func handle_started_right_command(command: CommandQueue.Command):
match command:
CommandQueue.Command.FIRE:
current_weapon.request_fire()
CommandQueue.Command.STOP_FIRING:
queue.pop()
func handle_current_left_command(command: CommandQueue.Command):
match command:

View file

@ -26,5 +26,4 @@ func select_slot(index: int):
if slots[index].has_weapon:
current_slot = slots[index]
current_weapon = current_slot.weapon
print('here we go')
slot_selected.emit()