Started fps system
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0dc6247f91
commit
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32 changed files with 2756 additions and 11 deletions
67
scripts/weapon_system/gun.gd
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67
scripts/weapon_system/gun.gd
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extends Usable
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@export var max_ammo: int
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@export var semi_auto: bool
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@export var damage: int
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@export var firerate: float
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@export var prefix: String
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var ammo_amount: int
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var fire_timer: Timer
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func _ready() -> void:
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fire_timer = Timer.new()
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fire_timer.wait_time = firerate
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ammo_amount = max_ammo
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add_child(fire_timer)
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if not semi_auto:
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fire_timer.timeout.connect(fire)
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@rpc("authority","call_local","reliable")
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func use_begin() -> void:
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if fire_timer.is_stopped() == false:
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return
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fire_timer.start()
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fire_timer.one_shot = true if semi_auto else false
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fire()
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@rpc("authority","call_local","reliable")
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func use_end() -> void:
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fire_timer.one_shot = true
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func fire() -> void:
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if ammo_amount == 0:
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if not semi_auto:
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fire_timer.stop()
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return
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ammo_amount -= 1
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system.animation_player.stop()
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system.animation_player.play(prefix+"_shoot")
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system.animation_player.queue(prefix+"_idle")
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func alternate_state() -> void:
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pass
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func switch_mode() -> void:
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pass
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func enter() -> void:
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system.animation_player.play(prefix+"_idle")
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func _input(event: InputEvent) -> void:
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if not system.is_multiplayer_authority(): return
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if event.is_action_pressed("plr_reload"):
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init_reload.rpc()
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@rpc("call_local","authority","reliable")
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func init_reload():
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if ammo_amount == max_ammo or system.animation_player.current_animation == prefix + "_reload":
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return
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system.animation_player.play(prefix+"_reload")
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ammo_amount = max_ammo
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1
scripts/weapon_system/gun.gd.uid
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1
scripts/weapon_system/gun.gd.uid
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@ -0,0 +1 @@
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uid://c76n6qgu6o4hn
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107
scripts/weapon_system/system.gd
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107
scripts/weapon_system/system.gd
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extends Node
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class_name WeaponSystem
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@export var default_pistol: Usable
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@export var default_knife: Usable
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@export var animation_player: AnimationPlayer
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var current_usable: Usable
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var slots: Dictionary[StringName,Usable] = {
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"primary": null,
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"secondary": default_pistol,
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"knife": default_knife,
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"bomb": null,
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"ability_first": null,
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"ability_second": null,
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"ability_third": null,
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"ultimate": null
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}
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signal switched_to(usable: Usable)
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func _ready() -> void:
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for child in get_children():
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if child is Usable:
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child.system = self
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else:
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push_warning("Child of weapon system is not ability or weapon")
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current_usable = default_pistol
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current_usable.enter()
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func can_add(slot: StringName) -> bool:
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return slots.has(slot)
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func add(usable: Usable, slot: StringName) -> void:
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if can_add(slot) == false:
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return
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add_child(usable)
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slots[slot] = usable
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usable.system = self
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func switch(to: StringName):
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if slots.has(to) == false or slots[to] == null:
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return
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current_usable.exit()
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current_usable.in_use = false
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current_usable = slots[to]
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current_usable.enter()
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current_usable.in_use = true
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switched_to.emit(current_usable)
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update_remotes.rpc(to)
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@rpc("authority","call_remote","reliable")
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func update_remotes(to: StringName):
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switch(to)
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func _process(delta: float) -> void:
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if current_usable == null:
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push_error("State is not set")
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return
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current_usable.update(delta)
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func _physics_process(delta: float) -> void:
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if current_usable == null:
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push_error("State is not set")
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return
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current_usable.physics_update(delta)
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func _input(event: InputEvent) -> void:
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if is_multiplayer_authority() == false: return
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if event.is_action_pressed("plr_ult"):
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switch("ultimate")
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elif event.is_action_pressed("plr_bomb"):
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switch("bomb")
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elif event.is_action_pressed("plr_primary"):
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switch("primary")
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elif event.is_action_pressed("plr_active_first"):
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switch("ability_first")
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elif event.is_action_pressed("plr_active_second"):
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switch("ability_second")
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elif event.is_action_pressed("plr_active_third"):
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switch("ability_third")
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elif event.is_action_pressed("plr_secondary"):
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switch("secondary")
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elif event.is_action_pressed("plr_knife"):
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switch("knife")
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if event.is_action_pressed("plr_fire"):
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current_usable.use_begin.rpc()
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if event.is_action_released("plr_fire"):
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current_usable.use_end.rpc()
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if event.is_action_pressed("plr_scope"):
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current_usable.alternate_state()
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if event.is_action_pressed("plr_firemode"):
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current_usable.switch_mode()
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1
scripts/weapon_system/system.gd.uid
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1
scripts/weapon_system/system.gd.uid
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@ -0,0 +1 @@
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uid://bmecgup3kcua7
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25
scripts/weapon_system/usable.gd
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25
scripts/weapon_system/usable.gd
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@ -0,0 +1,25 @@
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@abstract
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extends Node
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class_name Usable
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var system: WeaponSystem
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var in_use: bool = false
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@rpc("authority","call_local","reliable")
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@abstract func use_begin() -> void
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@rpc("authority","call_local","reliable")
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@abstract func use_end() -> void
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@abstract func alternate_state() -> void
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# Need to clarify naming; Switch mode like firemode. For different states use
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# alternate_state
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@abstract func switch_mode() -> void
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func enter() -> void:
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pass
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func exit() -> void:
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pass
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func update(_delta: float) -> void:
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pass
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func physics_update(_delta: float) -> void:
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pass
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1
scripts/weapon_system/usable.gd.uid
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1
scripts/weapon_system/usable.gd.uid
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@ -0,0 +1 @@
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uid://qj4m67w7ps7j
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