red_dragon_pon/base/scripts/weapons/weapon_base.gd
2025-07-18 18:41:44 +03:00

42 lines
849 B
GDScript

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()