extends Node3D class_name Weapon signal fired() @onready var barrel = $"Barrel" @export var uses_hands: Array[CommandQueue.Side] @export var max_ammo: int = 7 var ammo: int = max_ammo @export var ammo_consumption: int = 1 @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 fire_mode.tree = get_tree() barrel.fired.connect(on_barrel_fired) ## Begin to fire func request_fire() -> void: fire_mode._on_fire_begin() func _process(_dt) -> void: if is_firing: fire_mode._process() ## End fire func end_fire() -> void: if is_firing: fire_mode._on_fire_end() is_firing = false func on_barrel_fired() -> void: is_firing = true fired.emit()