ad48f38ca5
Replaces the overhead box-mesh view with a full FPS character: - mouse look, WASD movement, jump (Space), crouch (C), sprint (Shift), lean (Q/E) - 6 weapons (LMB shoot, R reload, scroll switch, F melee, G drop) - Crosshair HUD, ammo counter, sprint bar - Client sends position to server at 20Hz for multiplayer visibility - Server broadcasts positions to all peers - Remote players shown as boxes (placeholder) source: https://godotengine.org/asset-library/asset/2652 (MIT license)
264 lines
9.0 KiB
GDScript
264 lines
9.0 KiB
GDScript
extends Node3D
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signal weapon_changed
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signal update_ammo
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signal update_weapon_stack
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signal hit_successfull
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signal add_signal_to_hud
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signal connect_weapon_to_hud
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@export var animation_player: AnimationPlayer
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@export var melee_hitbox: ShapeCast3D
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@export var max_weapons: int
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@onready var bullet_point = get_node("%BulletPoint")
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@onready var debug_bullet = preload("res://client/template/Spawnable_Objects/hit_debug.tscn")
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var next_weapon: WeaponSlot
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#The List of All Available weapons in the game
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var spray_profiles: Dictionary = {}
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var _count = 0
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var shot_tween
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@export var weapon_stack:Array[WeaponSlot] #An Array of weapons currently in possesion by the player
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var current_weapon_slot: WeaponSlot = null
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func _ready() -> void:
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if weapon_stack.is_empty():
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push_error("Weapon Stack is empty, please populate with weapons")
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else:
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animation_player.animation_finished.connect(_on_animation_finished)
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for i in weapon_stack:
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initialize(i) #current starts on the first weapon in the stack
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current_weapon_slot = weapon_stack[0]
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if check_valid_weapon_slot():
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enter()
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update_weapon_stack.emit(weapon_stack)
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func _unhandled_key_input(event: InputEvent) -> void:
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if not event.is_pressed():
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return
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if range(KEY_1, KEY_4).has(event.keycode):
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var _slot_number = (event.keycode - KEY_1)
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if weapon_stack.size()-1>=_slot_number:
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exit(weapon_stack[_slot_number])
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func _input(event: InputEvent) -> void:
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if event.is_action_pressed("WeaponUp"):
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if check_valid_weapon_slot():
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var weapon_index = weapon_stack.find(current_weapon_slot)
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weapon_index = min(weapon_index+1,weapon_stack.size()-1)
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exit(weapon_stack[weapon_index])
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if event.is_action_pressed("WeaponDown"):
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if check_valid_weapon_slot():
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var weapon_index = weapon_stack.find(current_weapon_slot)
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weapon_index = max(weapon_index-1,0)
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exit(weapon_stack[weapon_index])
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if event.is_action_pressed("Shoot"):
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if check_valid_weapon_slot():
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shoot()
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if event.is_action_released("Shoot"):
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if check_valid_weapon_slot():
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shot_count_update()
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if event.is_action_pressed("Reload"):
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if check_valid_weapon_slot():
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reload()
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if event.is_action_pressed("Drop_Weapon"):
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if check_valid_weapon_slot():
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drop(current_weapon_slot)
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if event.is_action_pressed("Melee"):
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if check_valid_weapon_slot():
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melee()
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func check_valid_weapon_slot()->bool:
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if current_weapon_slot:
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if current_weapon_slot.weapon:
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return true
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else:
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push_warning("No Weapon Resource active on the weapon controler.")
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else:
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push_warning("No Current Weapon slot active on the weapon controler.")
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return false
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func initialize(_weapon_slot: WeaponSlot):
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if !_weapon_slot or !_weapon_slot.weapon:
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return
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if _weapon_slot.weapon.weapon_spray:
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spray_profiles[_weapon_slot.weapon.weapon_name] = _weapon_slot.weapon.weapon_spray.instantiate()
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connect_weapon_to_hud.emit(_weapon_slot.weapon)
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func enter() -> void:
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animation_player.queue(current_weapon_slot.weapon.pick_up_animation)
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weapon_changed.emit(current_weapon_slot.weapon.weapon_name)
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update_ammo.emit([current_weapon_slot.current_ammo, current_weapon_slot.reserve_ammo])
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func exit(_next_weapon: WeaponSlot) -> void:
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if _next_weapon != current_weapon_slot:
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if animation_player.get_current_animation() != current_weapon_slot.weapon.change_animation:
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animation_player.queue(current_weapon_slot.weapon.change_animation)
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next_weapon = _next_weapon
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func change_weapon(weapon_slot: WeaponSlot) -> void:
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current_weapon_slot = weapon_slot
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next_weapon = null
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enter()
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func shot_count_update() -> void:
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shot_tween = get_tree().create_tween()
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shot_tween.tween_property(self,"_count",0,1)
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func shoot() -> void:
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if current_weapon_slot.current_ammo != 0 or not current_weapon_slot.weapon.has_ammo:
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if current_weapon_slot.weapon.incremental_reload and animation_player.current_animation == current_weapon_slot.weapon.reload_animation:
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animation_player.stop()
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if not animation_player.is_playing():
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animation_player.play(current_weapon_slot.weapon.shoot_animation)
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if current_weapon_slot.weapon.has_ammo:
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current_weapon_slot.current_ammo -= 1
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update_ammo.emit([current_weapon_slot.current_ammo, current_weapon_slot.reserve_ammo])
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if shot_tween:
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shot_tween.kill()
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var Spread = Vector2.ZERO
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if current_weapon_slot.weapon.weapon_spray:
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_count = _count + 1
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Spread = spray_profiles[current_weapon_slot.weapon.weapon_name].Get_Spray(_count, current_weapon_slot.weapon.magazine)
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load_projectile(Spread)
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else:
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reload()
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func load_projectile(_spread):
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var _projectile:Projectile = current_weapon_slot.weapon.projectile_to_load.instantiate()
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_projectile.position = bullet_point.global_position
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_projectile.rotation = owner.rotation
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bullet_point.add_child(_projectile)
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add_signal_to_hud.emit(_projectile)
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var bullet_point_origin = bullet_point.global_position
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_projectile._Set_Projectile(current_weapon_slot.weapon.damage,_spread,current_weapon_slot.weapon.fire_range, bullet_point_origin)
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func reload() -> void:
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if current_weapon_slot.current_ammo == current_weapon_slot.weapon.magazine:
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return
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elif not animation_player.is_playing():
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if current_weapon_slot.reserve_ammo != 0:
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animation_player.queue(current_weapon_slot.weapon.reload_animation)
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else:
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animation_player.queue(current_weapon_slot.weapon.out_of_ammo_animation)
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func calculate_reload() -> void:
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if current_weapon_slot.current_ammo == current_weapon_slot.weapon.magazine:
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var anim_legnth = animation_player.get_current_animation_length()
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animation_player.advance(anim_legnth)
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return
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var Mag_Amount = current_weapon_slot.weapon.magazine
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if current_weapon_slot.weapon.incremental_reload:
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Mag_Amount = current_weapon_slot.current_ammo+1
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var Reload_Amount = min(Mag_Amount-current_weapon_slot.current_ammo,Mag_Amount,current_weapon_slot.reserve_ammo)
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current_weapon_slot.current_ammo = current_weapon_slot.current_ammo+Reload_Amount
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current_weapon_slot.reserve_ammo = current_weapon_slot.reserve_ammo-Reload_Amount
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update_ammo.emit([current_weapon_slot.current_ammo, current_weapon_slot.reserve_ammo])
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shot_count_update()
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func melee() -> void:
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var Current_Anim = animation_player.get_current_animation()
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if Current_Anim == current_weapon_slot.weapon.shoot_animation:
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return
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if Current_Anim != current_weapon_slot.weapon.melee_animation:
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animation_player.play(current_weapon_slot.weapon.melee_animation)
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if melee_hitbox.is_colliding():
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var colliders = melee_hitbox.get_collision_count()
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for c in colliders:
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var Target = melee_hitbox.get_collider(c)
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if Target.is_in_group("Target") and Target.has_method("Hit_Successful"):
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hit_successfull.emit()
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var Direction = (Target.global_transform.origin - owner.global_transform.origin).normalized()
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var Position = melee_hitbox.get_collision_point(c)
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Target.Hit_Successful(current_weapon_slot.weapon.melee_damage, Direction, Position)
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func drop(_slot: WeaponSlot) -> void:
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if _slot.weapon.can_be_dropped and weapon_stack.size() != 1:
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var weapon_index = weapon_stack.find(_slot,0)
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if weapon_index != -1:
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weapon_stack.pop_at(weapon_index)
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update_weapon_stack.emit(weapon_stack)
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if _slot.weapon.weapon_drop:
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var weapon_dropped = _slot.weapon.weapon_drop.instantiate()
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weapon_dropped.weapon = _slot
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weapon_dropped.set_global_transform(bullet_point.get_global_transform())
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get_tree().get_root().add_child(weapon_dropped)
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animation_player.play(current_weapon_slot.weapon.drop_animation)
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weapon_index = max(weapon_index-1,0)
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exit(weapon_stack[weapon_index])
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else:
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return
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func _on_animation_finished(anim_name):
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if anim_name == current_weapon_slot.weapon.shoot_animation:
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if current_weapon_slot.weapon.auto_fire == true:
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if Input.is_action_pressed("Shoot"):
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shoot()
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if anim_name == current_weapon_slot.weapon.change_animation:
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change_weapon(next_weapon)
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if anim_name == current_weapon_slot.weapon.reload_animation:
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if !current_weapon_slot.weapon.incremental_reload:
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calculate_reload()
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func _on_pick_up_detection_body_entered(body: RigidBody3D):
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var weapon_slot = body.weapon
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for slot in weapon_stack:
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if slot.weapon == weapon_slot.weapon:
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var remaining
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remaining = add_ammo(slot, weapon_slot.current_ammo+weapon_slot.reserve_ammo)
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weapon_slot.current_ammo = min(remaining, slot.weapon.magazine)
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weapon_slot.reserve_ammo = max(remaining - weapon_slot.current_ammo,0)
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if remaining == 0:
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body.queue_free()
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return
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if body.TYPE == "Weapon":
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if weapon_stack.size() == max_weapons:
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return
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if body.Pick_Up_Ready == true:
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var weapon_index = weapon_stack.find(current_weapon_slot)
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weapon_stack.insert(weapon_index,weapon_slot)
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update_weapon_stack.emit(weapon_stack)
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exit(weapon_slot)
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initialize(weapon_slot)
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body.queue_free()
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func add_ammo(_weapon_slot: WeaponSlot, ammo: int)->int:
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var weapon = _weapon_slot.weapon
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var required = weapon.max_ammo - _weapon_slot.reserve_ammo
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var remaining = max(ammo - required,0)
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_weapon_slot.reserve_ammo += min(ammo, required)
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update_ammo.emit([current_weapon_slot.current_ammo, current_weapon_slot.reserve_ammo])
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return remaining
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