added game states
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@@ -27,3 +27,8 @@ func moveTo(target_pos: Vector3):
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func on_target_reached():
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print("Target Reached")
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is_target_reached = true
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func _on_static_body_3d_input_event(camera: Node, event: InputEvent, event_position: Vector3, normal: Vector3, shape_idx: int) -> void:
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if event.is_action_released("left_mouse_click"):
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GameManager.bullet_selected.emit(self)
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@@ -10,7 +10,7 @@ var v_offset: float = 0.1
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func _ready() -> void:
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GameManager.set_bullet_stack(self)
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generate_bullet_stack()
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#generate_bullet_stack()
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func generate_bullet_stack():
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for i in range(1, 22, 1):
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@@ -18,3 +18,6 @@ func generate_bullet_stack():
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newBullet.position = Vector3(i*h_offset,0,0)
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bullets.append(newBullet)
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add_child(newBullet)
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func add_bullets():
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pass
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@@ -1,5 +1,10 @@
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extends Node
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signal bullet_selected(object)
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enum GameState { PLAYER1_GUN_LOAD, PLAYER2_GUN_LOAD, GUN_ANIMATION}
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var current_state = GameState.PLAYER1_GUN_LOAD
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var bullets: Array
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var player1_revolver: Node3D
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@@ -8,6 +13,7 @@ var bullet_stack: Node3D
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func _ready() -> void:
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bullets.resize(21)
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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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@@ -24,3 +30,14 @@ func set_bullet_stack(newStack):
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func add_bullet():
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pass
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func on_bullet_selected(bullet_object: Node3D):
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if current_state == GameState.PLAYER1_GUN_LOAD:
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current_state = GameState.GUN_ANIMATION
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player1_revolver.load_bullet(bullet_object)
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func end_turn():
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if current_state == GameState.PLAYER1_GUN_LOAD:
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current_state = GameState.PLAYER2_GUN_LOAD
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@@ -12,7 +12,7 @@ var timer: Timer
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var is_cylinder_out: bool = false
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func _ready() -> void:
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loaded_bullets.resize(6)
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loaded_bullets.resize(max_bullets + 1)
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timer = $Timer
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if is_player_revolver:
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GameManager.set_player_revolver(self)
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@@ -34,13 +34,12 @@ func load_bullet(bullet_object: Node3D):
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bullet_object.rotate_x(deg_to_rad(-90))
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is_cylinder_out = true
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bullet_object.reparent(cylinder)
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print_tree()
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timer.timeout.connect(on_load_anim_end)
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#cylinder.rotation.x = 90.0
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func on_load_anim_end():
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is_cylinder_out = false
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GameManager.end_turn()
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timer.timeout.disconnect(on_load_anim_end)
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func on_bullet_reached():
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