main scene anim player
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@@ -17,12 +17,14 @@ var is_player1_loaded: bool = false
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var is_player2_loaded: bool = false
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var bullet_stack: Node3D
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var animPl: AnimationPlayer
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func _ready() -> void:
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bullet_shoot.connect(on_bullet_shoot)
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bullet_selected.connect(on_bullet_selected)
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func _input(event: InputEvent) -> void:
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if event.is_action_released("load"):
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set_state(GameState.PLAYER1_GUN_LOAD)
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set_player_turn()
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elif event.is_action_released("load2"):
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player1_revolver.load_bullet(bullet_stack.bullets[1])
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@@ -66,13 +68,13 @@ func check_loaded_bullets(revolver: Node3D):
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func end_player_turn():
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if !is_player2_loaded:
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set_state(GameState.PLAYER2_GUN_LOAD)
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animPl.play("player_revolver_down")
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end_turn()
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func end_enemy_turn():
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if is_player1_loaded == false:
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print("Player Turn")
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set_state(GameState.PLAYER1_GUN_LOAD)
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set_player_turn()
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end_turn()
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func end_turn():
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if check_unloaded_bullets():
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@@ -95,3 +97,12 @@ func get_phase2_player_start():
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func on_bullet_shoot(target):
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pass
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func set_player_turn():
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animPl.play("player_revolver_up")
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func on_animation_finished(anim_name):
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if anim_name == "player_revolver_up":
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set_state(GameState.PLAYER1_GUN_LOAD)
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elif anim_name == "player_revolver_down":
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set_state(GameState.PLAYER2_GUN_LOAD)
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8
Scripts/main_animation_player.gd
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8
Scripts/main_animation_player.gd
Normal file
@@ -0,0 +1,8 @@
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extends AnimationPlayer
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func _ready() -> void:
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GameManager.animPl = self
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func _on_animation_finished(anim_name: StringName) -> void:
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GameManager.on_animation_finished(anim_name)
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1
Scripts/main_animation_player.gd.uid
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1
Scripts/main_animation_player.gd.uid
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@@ -0,0 +1 @@
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uid://cwj0jaw6impcj
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@@ -43,14 +43,16 @@ func _process(delta: float) -> void:
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cylinder.rotation_degrees = lerp(cylinder.rotation_degrees,Vector3(30 + current_round*60,90,90), delta / 0.1 )
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rotation_degrees = lerp(rotation_degrees, target_angle, delta / 0.1)
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#rotation_degrees = lerp(rotation_degrees, target_angle, delta / 0.1)
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if state == revolver_state.UP:
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global_position = lerp(global_position, up_pos, delta/ 0.1)
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target_angle = target_angle_up
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#global_position = lerp(global_position, up_pos, delta/ 0.1)
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#target_angle = target_angle_up
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pass
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elif state == revolver_state.DOWN:
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global_position = lerp(global_position, down_pos, delta / 0.1)
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target_angle = target_angle_down
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pass
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#global_position = lerp(global_position, down_pos, delta / 0.1)
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#target_angle = target_angle_down
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#cylinder.rotation_degrees = Vector3(30 + current_round*60,90,90)
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