CommandQueue API changes and firing proper handling
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parent
59cda54407
commit
7595cd54d8
4 changed files with 28 additions and 16 deletions
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@ -4,7 +4,6 @@
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[ext_resource type="Texture2D" uid="uid://cfw6p5g680c55" path="res://base/assets/sprites/guns/placeholder/shoot1.png" id="2_i1xqq"]
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[ext_resource type="PackedScene" uid="uid://bb6ovrbusyxpi" path="res://base/scenes/weapons/weapon_base.tscn" id="2_ma1q3"]
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[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_jjqxs"]
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[node name="Player" type="CharacterBody3D"]
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@ -5,7 +5,6 @@
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[ext_resource type="Script" uid="uid://bvurg687pt06s" path="res://base/scripts/weapons/barrel.gd" id="2_n0n7m"]
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[ext_resource type="AnimationLibrary" uid="uid://cw8bt4hqxpk55" path="res://base/assets/sprites/guns/placeholder/placeholder.tres" id="2_p83j3"]
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[sub_resource type="Resource" id="Resource_ij06d"]
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script = ExtResource("2_bt0tf")
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fire_delay = 0.5
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@ -15,7 +15,7 @@ enum Command {
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SMOKE
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}
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signal command_pushed(sides: Array[CommandQueue.Side], commands: Array[CommandQueue.Command])
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signal command_pushed(commands: Dictionary)
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signal command_popped(commands: Array[CommandQueue.Command])
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## Human-readable hand numbers. You could even make extra hands with it, if you wish
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@ -29,16 +29,21 @@ var command_queue: Dictionary = {}
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func _init() -> void:
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for side in Side.values():
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print(side)
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var arr: Array[Command] = []
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command_queue[side] = arr
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## Add command to queue and signal about it
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func push(commands: Array[CommandQueue.Command], sides: Array[CommandQueue.Side]) -> void:
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assert(sides.size() == Side.size())
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func push(pushed_commands: Dictionary) -> void:
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var commands = pushed_commands
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if commands.size() < Side.size():
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for side in Side.values():
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if not commands.has(side):
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commands[side] = DEFAULT_COMMAND
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for i in range(commands.size()):
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command_queue[sides[i]].push_back(commands[i])
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command_pushed.emit(sides, commands)
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for side in commands:
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command_queue[side].push_back(commands[side])
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command_pushed.emit(commands)
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## Remove first command from queue and signal about it
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func pop() -> void:
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@ -29,13 +29,22 @@ func _ready() -> void:
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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func _process(_delta: float) -> void:
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if queue.current_command(CommandQueue.Side.RIGHT) \
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== CommandQueue.DEFAULT_COMMAND:
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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 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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queue.push(ONEHANDED_FIRE_COMMAND, DEFAULT_SIDES)
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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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for side in CommandQueue.Side.values():
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var command = queue.current_command(side)
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@ -67,13 +76,13 @@ func _input(event):
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camera.rotation.x = new_rotation
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rotation.y -= event.relative.x * horizontal_sensivity
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func on_queue_command_pushed(sides, commands):
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for i in sides.size():
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match sides[i]:
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func on_queue_command_pushed(commands: Dictionary):
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for side in commands:
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match side:
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CommandQueue.Side.LEFT:
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handle_new_left_command(commands[i])
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handle_new_left_command(commands[side])
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CommandQueue.Side.RIGHT:
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handle_new_right_command(commands[i])
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handle_new_right_command(commands[side])
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func fire_task_finish():
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queue.pop()
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