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2 commits

Author SHA1 Message Date
5a3fc03748 gun recoil fix 2025-11-26 19:02:01 +05:00
26a365478a Gun recoil curve 2025-11-26 19:00:45 +05:00
2 changed files with 24 additions and 3 deletions

View file

@ -1,4 +1,4 @@
[gd_scene load_steps=6 format=3 uid="uid://djwjl8xll53vn"] [gd_scene load_steps=8 format=3 uid="uid://djwjl8xll53vn"]
[ext_resource type="Script" uid="uid://e6lqknfl4ngt" path="res://scripts/weapon_system/weapon_substate_machine.gd" id="1_g7s1i"] [ext_resource type="Script" uid="uid://e6lqknfl4ngt" path="res://scripts/weapon_system/weapon_substate_machine.gd" id="1_g7s1i"]
[ext_resource type="Script" uid="uid://ofv4e3dsfe8" path="res://scripts/weapon_system/gun/idle_state.gd" id="2_cmn6f"] [ext_resource type="Script" uid="uid://ofv4e3dsfe8" path="res://scripts/weapon_system/gun/idle_state.gd" id="2_cmn6f"]
@ -6,6 +6,18 @@
[ext_resource type="Script" uid="uid://hmekwp8444ao" path="res://scripts/weapon_system/gun/reload_state.gd" id="4_hoqxt"] [ext_resource type="Script" uid="uid://hmekwp8444ao" path="res://scripts/weapon_system/gun/reload_state.gd" id="4_hoqxt"]
[ext_resource type="Script" uid="uid://bmj0bwy2tlian" path="res://scripts/weapon_system/gun/intro_state.gd" id="5_ud1dr"] [ext_resource type="Script" uid="uid://bmj0bwy2tlian" path="res://scripts/weapon_system/gun/intro_state.gd" id="5_ud1dr"]
[sub_resource type="Curve" id="Curve_cmn6f"]
_limits = [0.0, 0.1, 0.0, 20.0]
_data = [Vector2(0, 0.1), 0.0, 0.0, 0, 0, Vector2(20, 0.1), -2.2834061e-05, 0.0, 0, 0]
point_count = 2
metadata/_snap_enabled = true
metadata/_snap_count = 8
[sub_resource type="Curve" id="Curve_016ti"]
_limits = [-0.02, 0.02, 0.0, 20.0]
_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]
point_count = 5
[node name="StartingPistol" type="Node" node_paths=PackedStringArray("enter_state")] [node name="StartingPistol" type="Node" node_paths=PackedStringArray("enter_state")]
script = ExtResource("1_g7s1i") script = ExtResource("1_g7s1i")
animation_prefix = &"baked_sp_" animation_prefix = &"baked_sp_"
@ -19,6 +31,8 @@ emptyable = true
[node name="Shoot" type="Node" parent="." node_paths=PackedStringArray("fire_timer")] [node name="Shoot" type="Node" parent="." node_paths=PackedStringArray("fire_timer")]
script = ExtResource("3_016ti") script = ExtResource("3_016ti")
vertical_curve = SubResource("Curve_cmn6f")
horizontal_curve = SubResource("Curve_016ti")
emptyable = true emptyable = true
damage = 22 damage = 22
fire_timer = NodePath("../FireTimer") fire_timer = NodePath("../FireTimer")
@ -32,5 +46,5 @@ script = ExtResource("5_ud1dr")
emptyable = true emptyable = true
[node name="FireTimer" type="Timer" parent="."] [node name="FireTimer" type="Timer" parent="."]
wait_time = 0.2 wait_time = 0.15
one_shot = true one_shot = true

View file

@ -1,16 +1,22 @@
extends WeaponState extends WeaponState
@export var vertical_curve: Curve
@export var horizontal_curve: Curve
@export var raycast: RayCast3D @export var raycast: RayCast3D
@export var emptyable: bool @export var emptyable: bool
@export var damage: int @export var damage: int
@export var fire_timer: Timer @export var fire_timer: Timer
var bullets_shot: int = 0
func enter() -> void: func enter() -> void:
fire() fire()
machine.animation_player.animation_finished.connect(on_animation_finished) machine.animation_player.animation_finished.connect(on_animation_finished)
func exit() -> void: func exit() -> void:
bullets_shot = 0
machine.animation_player.animation_finished.disconnect(on_animation_finished) machine.animation_player.animation_finished.disconnect(on_animation_finished)
func on_animation_finished(animation): func on_animation_finished(animation):
@ -26,6 +32,7 @@ func fire() -> void:
if machine.ammo == 0 or fire_timer.time_left > 0: if machine.ammo == 0 or fire_timer.time_left > 0:
return return
machine.ammo -= 1 machine.ammo -= 1
bullets_shot += 1
machine.animation_player.stop() machine.animation_player.stop()
machine.animation_player.play(with_morphems("shoot")) machine.animation_player.play(with_morphems("shoot"))
@ -34,7 +41,7 @@ func fire() -> void:
raycast.get_collider().hp -= damage raycast.get_collider().hp -= damage
fire_timer.start() fire_timer.start()
machine.player_camera.recoil(0,0.1) machine.player_camera.recoil(horizontal_curve.sample(bullets_shot),vertical_curve.sample(bullets_shot))
func with_morphems(animation): func with_morphems(animation):
return machine.animation_prefix + ((animation+"_empty") if emptyable and machine.ammo == 0 else animation) return machine.animation_prefix + ((animation+"_empty") if emptyable and machine.ammo == 0 else animation)