73 lines
1.7 KiB
GDScript
73 lines
1.7 KiB
GDScript
extends SubStateMachine
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class_name WeaponSubStateMachine
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@export var animation_prefix: StringName
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@export var droppable: 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 ammo: int:
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set(value):
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if value < 0:
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ammo = 0
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else:
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ammo = value
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ammo_updated.emit()
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if ammo <= 0 and remaining_ammo <= 0:
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ammo_depleted.emit()
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get:
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return ammo
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@export var ammo_mags: int = 3
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@export var remaining_ammo: int:
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set(value):
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if value < 0:
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remaining_ammo = 0
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else:
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remaining_ammo = value
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@export var speed_modifier: float = 1.0
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@export var can_be_previous: bool = true
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@export var destroy_when_empty: bool = false
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@export var slot: StringName
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signal request_return
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signal ammo_updated
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signal ammo_depleted
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var system: WeaponSystem
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var animation_player: AnimationPlayer
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var player_camera: PlayerCamera
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var player: Player
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func _ready() -> void:
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remaining_ammo = max_ammo * ammo_mags
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ammo = max_ammo
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for child in get_children():
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if child is WeaponState:
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states[child.name] = child
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child.machine = self
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child.transition.connect(on_transition_required)
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child.return_to_previous.connect(request_return.emit)
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func enter() -> void:
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super()
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player.weapon_models[visibility_target].show()
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func exit() -> void:
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super()
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player.weapon_models[visibility_target].hide()
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@rpc("authority","call_local","reliable")
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func use_begin() -> void:
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current_state.use_begin()
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@rpc("authority","call_local","reliable")
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func use_end() -> void:
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current_state.use_end()
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func alternate_state() -> void:
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current_state.alternate_state()
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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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func switch_mode() -> void:
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current_state.switch_mode()
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