some glue code between player and weapon

This commit is contained in:
Alexey 2025-07-18 16:21:30 +03:00
commit ec7b08812d
6 changed files with 100 additions and 124 deletions

View file

@ -9,17 +9,22 @@ var queue: CommandQueue = CommandQueue.new()
@onready var camera: Camera3D = $"Camera"
@onready var weapon_player: AnimationPlayer = $"HUD/Weapon/AnimationPlayer"
@onready var weapons: Node3D = $"WeaponContainer"
var current_weapon: Weapon
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
queue.command_pushed.connect(on_queue_command_pushed)
queue.command_popped.connect(on_queue_command_popped)
weapon_player.play("static")
current_weapon = weapons.get_child(0) as Weapon
weapon_player.add_animation_library("current", current_weapon.animation_library)
weapon_player.play("current/static")
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
func _process(_delta: float) -> void:
# TODO: use proper weapon system, this is just for testing command queue
if Input.is_action_pressed("shoot") \
and queue.current_command(CommandQueue.Side.RIGHT) \
== CommandQueue.DEFAULT_COMMAND:
@ -30,8 +35,15 @@ func _process(_delta: float) -> void:
CommandQueue.Side.LEFT,
CommandQueue.Side.RIGHT
])
for side in CommandQueue.Side.values():
var command = queue.current_command(side)
match side:
CommandQueue.Side.LEFT:
handle_current_left_command(command)
CommandQueue.Side.RIGHT:
handle_current_right_command(command)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _physics_process(delta: float) -> void:
var direction = Vector3.ZERO
direction.z = Input.get_axis("move_forward", "move_backward")
@ -62,22 +74,6 @@ func on_queue_command_pushed(sides, commands):
CommandQueue.Side.RIGHT:
handle_new_right_command(commands[i])
func handle_new_left_command(command: CommandQueue.Command):
match command:
CommandQueue.Command.NONE:
pass
_:
print('New command %s is not implemented for left hand.' % str(command))
func handle_new_right_command(command: CommandQueue.Command):
match command:
CommandQueue.Command.NONE:
pass
CommandQueue.Command.SHOOT:
weapon_player.play('shoot')
_:
print('New command %s is not implemented for right hand.' % str(command))
func shoot_animation_ended():
queue.pop()
@ -89,18 +85,46 @@ func on_queue_command_popped(commands):
CommandQueue.Side.RIGHT:
handle_ended_right_command(commands[i])
func handle_new_left_command(command: CommandQueue.Command):
match command:
CommandQueue.Command.NONE:
pass
_:
print('New command %s is not implemented for left hand.' % command)
func handle_new_right_command(command: CommandQueue.Command):
match command:
CommandQueue.Command.NONE | CommandQueue.Command.SHOOT:
pass
_:
print('New command %s is not implemented for right hand.' % command)
func handle_ended_left_command(command: CommandQueue.Command):
match command:
CommandQueue.Command.NONE:
pass
_:
print('Ended command %s is not implemented for left hand.' % str(command))
print('Ended command %s is not implemented for left hand.' % command)
func handle_ended_right_command(command: CommandQueue.Command):
match command:
CommandQueue.Command.NONE:
pass
CommandQueue.Command.SHOOT:
weapon_player.play('static')
weapon_player.play('current/static')
_:
print('Ended command %s is not implemented for right hand.' % str(command))
print('Ended command %s is not implemented for right hand.' % command)
func handle_current_left_command(command: CommandQueue.Command):
match command:
CommandQueue.Command.NONE:
pass
_:
print('Current command %s is not implemented for left hand.' % command)
func handle_current_right_command(command: CommandQueue.Command):
match command:
CommandQueue.Command.NONE:
pass
_:
print('Current command %s is not implemented for right hand.' % command)

View file

@ -18,7 +18,6 @@ func _on_fire_begin(_tree : SceneTree) -> void:
cooldown = false
check_unfinished_timer(cooldown_timer,on_cooldown_timeout)
func _process(tree : SceneTree) -> void:
if can_fire() :
return

View file

@ -2,7 +2,7 @@ extends Node3D
class_name Weapon
@export var barrel: Barrel
@onready var barrel = $"Barrel"
@export var uses_hands: Array[CommandQueue.Side]
@export var max_ammo: int = 7
@ -12,3 +12,22 @@ var ammo: int = max_ammo
@export var fire_mode: BaseFireMode
## Weapon animation library. Should contain "static", "fire", "reload" animations
@export var animation_library: AnimationLibrary
var is_firing: bool = false
func _ready() -> void:
fire_mode.barrel = barrel
## Begin to fire
func request_fire() -> void:
fire_mode.on_fire_begin(get_tree())
is_firing = true
func _process(_dt) -> void:
if is_firing:
fire_mode._process(get_tree())
## End fire
func end_fire() -> void:
fire_mode.on_fire_end(get_tree())
is_firing = false