Fixed spawning issue
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edd1894bcd
commit
bcb42f8d16
3 changed files with 6 additions and 11 deletions
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@ -14,12 +14,6 @@ properties/0/replication_mode = 1
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properties/1/path = NodePath(".:rotation")
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properties/1/path = NodePath(".:rotation")
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properties/1/spawn = true
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properties/1/spawn = true
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properties/1/replication_mode = 1
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properties/1/replication_mode = 1
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properties/2/path = NodePath("StartingPistol:ammo")
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properties/2/spawn = true
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properties/2/replication_mode = 1
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properties/3/path = NodePath("StartingPistol:remaining_ammo")
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properties/3/spawn = true
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properties/3/replication_mode = 1
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[node name="DroppableStartingPistol" type="RigidBody3D" node_paths=PackedStringArray("weapon")]
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[node name="DroppableStartingPistol" type="RigidBody3D" node_paths=PackedStringArray("weapon")]
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collision_layer = 8
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collision_layer = 8
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@ -9,7 +9,6 @@ func request_spawn(data: Variant) -> Node:
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return Node.new()
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return Node.new()
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var node = load(data.scene).instantiate()
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var node = load(data.scene).instantiate()
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if data.has("impulse"):
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if data.has("impulse"):
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print()
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if data.has_all(["ammo","remaining_ammo","slot"]):
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if data.has_all(["ammo","remaining_ammo","slot"]):
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node.weapon.ammo = data.ammo
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node.weapon.ammo = data.ammo
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node.weapon.remaining_ammo = data.remaining_ammo
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node.weapon.remaining_ammo = data.remaining_ammo
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@ -7,7 +7,7 @@ class_name WeaponSubStateMachine
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@export var visibility_target: StringName
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@export var visibility_target: StringName
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@export var max_ammo: int
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@export var max_ammo: int
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@export var ammo: int:
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@export var ammo: int = -1:
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set(value):
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set(value):
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if value < 0:
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if value < 0:
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ammo = 0
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ammo = 0
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@ -19,7 +19,7 @@ class_name WeaponSubStateMachine
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get:
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get:
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return ammo
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return ammo
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@export var ammo_mags: int = 3
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@export var ammo_mags: int = 3
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@export var remaining_ammo: int:
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@export var remaining_ammo: int = -1:
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set(value):
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set(value):
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if value < 0:
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if value < 0:
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remaining_ammo = 0
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remaining_ammo = 0
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@ -42,8 +42,10 @@ var player_camera: PlayerCamera
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var player: Player
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var player: Player
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func _ready() -> void:
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func _ready() -> void:
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remaining_ammo = max_ammo * ammo_mags
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if remaining_ammo == -1:
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ammo = max_ammo
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remaining_ammo = max_ammo * ammo_mags
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if ammo == -1:
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ammo = max_ammo
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for child in get_children():
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for child in get_children():
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if child is WeaponState:
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if child is WeaponState:
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states[child.name] = child
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states[child.name] = child
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