Chelimbalo/scripts/weapon_system/gun/semi_auto_shoot_state.gd
2025-11-26 18:53:39 +05:00

40 lines
982 B
GDScript

extends WeaponState
@export var raycast: RayCast3D
@export var emptyable: bool
@export var damage: int
@export var fire_timer: Timer
func enter() -> void:
fire()
machine.animation_player.animation_finished.connect(on_animation_finished)
func exit() -> void:
machine.animation_player.animation_finished.disconnect(on_animation_finished)
func on_animation_finished(animation):
if animation == with_morphems("shoot"):
transition.emit("Idle")
func use_begin() -> void:
if fire_timer.time_left > 0:
return
fire()
func fire() -> void:
if machine.ammo == 0 or fire_timer.time_left > 0:
return
machine.ammo -= 1
machine.animation_player.stop()
machine.animation_player.play(with_morphems("shoot"))
if raycast.is_colliding():
raycast.get_collider().hp -= damage
fire_timer.start()
machine.player_camera.recoil(0,0.1)
func with_morphems(animation):
return machine.animation_prefix + ((animation+"_empty") if emptyable and machine.ammo == 0 else animation)