visibility rework

This commit is contained in:
Rendo 2025-11-27 15:52:30 +05:00
commit 9d0e09220d
37 changed files with 212 additions and 75 deletions

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@ -0,0 +1,5 @@
extends Node3D
func _ready() -> void:
Session.dynamic_objects_container = self

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@ -0,0 +1 @@
uid://be7l33prlm8gh

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@ -5,3 +5,5 @@ enum TEAMS {
ATTACK,
SPECTATE
}
var dynamic_objects_container: Node3D

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@ -31,7 +31,7 @@ func spawn_spectator(id: int) -> void:
deferred_setup.bind(inst,Session.TEAMS.SPECTATE).call_deferred()
func deferred_setup(what: Node3D, new_team: Session.TEAMS):
get_tree().current_scene.add_child(what)
get_parent().add_child(what)
var distance = randf_range(0,spawn_radius)
var angle = randf_range(0,TAU)
var new_position = global_position + Vector3.RIGHT.rotated(Vector3.UP,angle) * distance

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@ -3,6 +3,7 @@ extends CharacterBody3D
class_name Player
@export var team: Session.TEAMS
@export var weapon_models: Dictionary[StringName,Node3D]
signal spawned

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@ -1,5 +1,6 @@
extends WeaponState
const active_bomb: PackedScene = preload("res://scenes/weapons/active_bomb.tscn")
func enter():
machine.animation_player.play(machine.animation_prefix+"plant")
@ -10,8 +11,13 @@ func exit():
func on_animation_finished(animation: StringName):
if animation == machine.animation_prefix + "plant":
var bomb = active_bomb.instantiate()
Session.dynamic_objects_container.add_child(bomb,true)
bomb.global_position = machine.player_camera.get_parent().global_position
return_to_previous.emit()
func state_input(event: InputEvent) -> void:
if event.is_action_released("plr_bomb"):
return_to_previous.emit()

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@ -3,10 +3,12 @@ extends SubStateMachine
class_name WeaponSubStateMachine
@export var animation_prefix: StringName
@export var visibility_mesh: Node3D
@export var model: PackedScene
@export var visibility_target: StringName
@export var max_ammo: int
@onready var ammo: int = max_ammo
@onready var remaining_ammo: int = max_ammo * 3
@export var can_be_previous: bool = true
@ -15,6 +17,7 @@ signal request_return
var system: WeaponSystem
var animation_player: AnimationPlayer
var player_camera: PlayerCamera
var player: Player
func _ready() -> void:
for child in get_children():
@ -26,11 +29,11 @@ func _ready() -> void:
func enter() -> void:
super()
visibility_mesh.visible = true
player.weapon_models[visibility_target].show()
func exit() -> void:
super()
visibility_mesh.visible = false
player.weapon_models[visibility_target].hide()
@rpc("authority","call_local","reliable")
func use_begin() -> void:

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@ -7,14 +7,15 @@ class_name WeaponSystem
@export var animation_player: AnimationPlayer
@export var camera: PlayerCamera
@export var player: Player
var current_state: WeaponSubStateMachine
var last_slot: StringName
var slots: Dictionary[StringName,WeaponSubStateMachine] = {
"primary": null,
"secondary": default_pistol,
"knife": default_knife,
"secondary": null,
"knife": null,
"bomb": null,
"ability_first": null,
"ability_second": null,
@ -25,34 +26,31 @@ var slots: Dictionary[StringName,WeaponSubStateMachine] = {
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
child.player_camera = camera
child.request_return.connect(return_to_previous)
else:
push_warning("Child of weapon system is not ability or weapon")
current_state = default_pistol
slots["knife"] = default_knife
slots["secondary"] = default_pistol
add(default_knife,"knife")
add(default_pistol,"secondary")
current_state.enter()
func can_add(slot: StringName) -> bool:
return slots.has(slot)
return slots.has(slot) and slots[slot] == null
@rpc("call_local","reliable")
func add(state: WeaponSubStateMachine, slot: StringName) -> void:
if can_add(slot) == false:
return
print('leech')
add_child(state)
if state.get_parent() == null:
add_child(state)
if state.get_parent() != self:
state.reparent(self)
slots[slot] = state
state.system = self
state.animation_player = animation_player
state.player_camera = camera
state.player = player
state.request_return.connect(return_to_previous)
func switch(to: StringName):
if slots.has(to) == false or slots[to] == null or slots[to] == current_state: