Chelimbalo/scripts/weapon_system/weapon_substate_machine.gd
2025-11-29 19:07:38 +05:00

75 lines
1.8 KiB
GDScript

extends SubStateMachine
class_name WeaponSubStateMachine
@export var animation_prefix: StringName
@export var droppable: StringName
@export var visibility_target: StringName
@export var max_ammo: int
@export var ammo: int = -1:
set(value):
if value < 0:
ammo = 0
else:
ammo = value
ammo_updated.emit()
if ammo <= 0 and remaining_ammo <= 0:
ammo_depleted.emit()
get:
return ammo
@export var ammo_mags: int = 3
@export var remaining_ammo: int = -1:
set(value):
if value < 0:
remaining_ammo = 0
else:
remaining_ammo = value
@export var speed_modifier: float = 1.0
@export var can_be_previous: bool = true
@export var destroy_when_empty: bool = false
@export var slot: StringName
signal request_return
signal ammo_updated
signal ammo_depleted
var system: WeaponSystem
var animation_player: AnimationPlayer
var player_camera: PlayerCamera
var player: Player
func _ready() -> void:
if remaining_ammo == -1:
remaining_ammo = max_ammo * ammo_mags
if ammo == -1:
ammo = max_ammo
for child in get_children():
if child is WeaponState:
states[child.name] = child
child.machine = self
child.transition.connect(on_transition_required)
child.return_to_previous.connect(request_return.emit)
func enter() -> void:
super()
player.weapon_models[visibility_target].show()
func exit() -> void:
super()
player.weapon_models[visibility_target].hide()
@rpc("authority","call_local","reliable")
func use_begin() -> void:
current_state.use_begin()
@rpc("authority","call_local","reliable")
func use_end() -> void:
current_state.use_end()
func alternate_state() -> void:
current_state.alternate_state()
# Need to clarify naming; Switch mode like firemode. For different states use
# alternate_state
func switch_mode() -> void:
current_state.switch_mode()