Gun recoil curve
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parent
cdfce4c7db
commit
26a365478a
2 changed files with 24 additions and 3 deletions
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@ -1,4 +1,4 @@
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[gd_scene load_steps=6 format=3 uid="uid://djwjl8xll53vn"]
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[gd_scene load_steps=8 format=3 uid="uid://djwjl8xll53vn"]
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[ext_resource type="Script" uid="uid://e6lqknfl4ngt" path="res://scripts/weapon_system/weapon_substate_machine.gd" id="1_g7s1i"]
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[ext_resource type="Script" uid="uid://ofv4e3dsfe8" path="res://scripts/weapon_system/gun/idle_state.gd" id="2_cmn6f"]
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@ -6,6 +6,18 @@
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[ext_resource type="Script" uid="uid://hmekwp8444ao" path="res://scripts/weapon_system/gun/reload_state.gd" id="4_hoqxt"]
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[ext_resource type="Script" uid="uid://bmj0bwy2tlian" path="res://scripts/weapon_system/gun/intro_state.gd" id="5_ud1dr"]
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[sub_resource type="Curve" id="Curve_cmn6f"]
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_limits = [0.0, 0.1, 0.0, 20.0]
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_data = [Vector2(0, 0.1), 0.0, -0.008247263, 0, 0, Vector2(20, 0), -2.2834061e-05, 0.0, 0, 0]
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point_count = 2
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metadata/_snap_enabled = true
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metadata/_snap_count = 8
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[sub_resource type="Curve" id="Curve_016ti"]
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_limits = [-0.02, 0.02, 0.0, 20.0]
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_data = [Vector2(0, -9.313226e-10), 0.0, 0.0, 0, 0, Vector2(4.959569, 0.0044327714), 0.0, 0.0, 0, 0, Vector2(9.919138, -0.0075840354), 0.0, 0.0, 0, 0, Vector2(15.09434, 0.011533612), 0.0, 0.0, 0, 0, Vector2(20, -0.014684878), 0.0, 0.0, 0, 0]
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point_count = 5
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[node name="StartingPistol" type="Node" node_paths=PackedStringArray("enter_state")]
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script = ExtResource("1_g7s1i")
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animation_prefix = &"baked_sp_"
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@ -19,6 +31,8 @@ emptyable = true
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[node name="Shoot" type="Node" parent="." node_paths=PackedStringArray("fire_timer")]
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script = ExtResource("3_016ti")
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vertical_curve = SubResource("Curve_cmn6f")
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horizontal_curve = SubResource("Curve_016ti")
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emptyable = true
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damage = 22
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fire_timer = NodePath("../FireTimer")
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@ -32,5 +46,5 @@ script = ExtResource("5_ud1dr")
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emptyable = true
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[node name="FireTimer" type="Timer" parent="."]
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wait_time = 0.2
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wait_time = 0.15
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one_shot = true
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@ -1,16 +1,22 @@
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extends WeaponState
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@export var vertical_curve: Curve
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@export var horizontal_curve: Curve
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@export var raycast: RayCast3D
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@export var emptyable: bool
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@export var damage: int
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@export var fire_timer: Timer
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var bullets_shot: int = 0
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func enter() -> void:
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fire()
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machine.animation_player.animation_finished.connect(on_animation_finished)
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func exit() -> void:
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bullets_shot = 0
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machine.animation_player.animation_finished.disconnect(on_animation_finished)
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func on_animation_finished(animation):
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@ -26,6 +32,7 @@ func fire() -> void:
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if machine.ammo == 0 or fire_timer.time_left > 0:
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return
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machine.ammo -= 1
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bullets_shot += 1
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machine.animation_player.stop()
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machine.animation_player.play(with_morphems("shoot"))
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@ -34,7 +41,7 @@ func fire() -> void:
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raycast.get_collider().hp -= damage
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fire_timer.start()
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machine.player_camera.recoil(0,0.1)
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machine.player_camera.recoil(horizontal_curve.sample(bullets_shot),vertical_curve.sample(bullets_shot))
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func with_morphems(animation):
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return machine.animation_prefix + ((animation+"_empty") if emptyable and machine.ammo == 0 else animation)
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