weapon system rework

This commit is contained in:
Rendo 2025-11-26 16:32:09 +05:00
commit 30b01100f0
27 changed files with 352 additions and 190 deletions

View file

@ -0,0 +1,109 @@
extends Node
class_name WeaponSystem
@export var default_pistol: WeaponSubStateMachine
@export var default_knife: WeaponSubStateMachine
@export var animation_player: AnimationPlayer
var current_state: WeaponSubStateMachine
var slots: Dictionary[StringName,WeaponSubStateMachine] = {
"primary": null,
"secondary": default_pistol,
"knife": default_knife,
"bomb": null,
"ability_first": null,
"ability_second": null,
"ability_third": null,
"ultimate": null
}
signal switched_to(state: WeaponSubStateMachine)
func _ready() -> void:
for child in get_children():
if child is WeaponSubStateMachine:
child.system = self
child.animation_player = animation_player
else:
push_warning("Child of weapon system is not ability or weapon")
current_state = default_pistol
slots["knife"] = default_knife
slots["secondary"] = default_pistol
current_state.enter()
current_state.in_use = true
func can_add(slot: StringName) -> bool:
return slots.has(slot)
func add(state: WeaponSubStateMachine, slot: StringName) -> void:
if can_add(slot) == false:
return
add_child(state)
slots[slot] = state
state.system = self
func switch(to: StringName):
if slots.has(to) == false or slots[to] == null or slots[to] == current_state:
return
current_state.exit()
current_state.in_use = false
current_state = slots[to]
current_state.enter()
current_state.in_use = true
switched_to.emit(current_state)
#update_remotes.rpc(to)
@rpc("authority","call_remote","reliable")
func update_remotes(to: StringName):
switch(to)
func _process(delta: float) -> void:
if current_state == null:
push_error("State is not set")
return
current_state.update(delta)
func _physics_process(delta: float) -> void:
if current_state == null:
push_error("State is not set")
return
current_state.physics_update(delta)
func _input(event: InputEvent) -> void:
if is_multiplayer_authority() == false: return
if event.is_action_pressed("plr_ult"):
switch("ultimate")
elif event.is_action_pressed("plr_bomb"):
switch("bomb")
elif event.is_action_pressed("plr_primary"):
switch("primary")
elif event.is_action_pressed("plr_active_first"):
switch("ability_first")
elif event.is_action_pressed("plr_active_second"):
switch("ability_second")
elif event.is_action_pressed("plr_active_third"):
switch("ability_third")
elif event.is_action_pressed("plr_secondary"):
switch("secondary")
elif event.is_action_pressed("plr_knife"):
switch("knife")
if event.is_action_pressed("plr_fire"):
current_state.use_begin.rpc()
if event.is_action_released("plr_fire"):
current_state.use_end.rpc()
if event.is_action_pressed("plr_scope"):
current_state.alternate_state()
if event.is_action_pressed("plr_firemode"):
current_state.switch_mode()