added loading of bullets
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@@ -1,17 +1,19 @@
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extends Node3D
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var bullet_target_pos = Vector3(2.231,0.03,4.612)
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var bullet_target_pos = Vector3(1.95,0.03,4.612) #2.231
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var loaded_bullets = Array()
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var max_bullets: int = 6
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var current_round: int = 0
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var current_round: int = 1
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var timer: Timer
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@export var is_player_revolver: bool = false
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@export var cylinder: Node3D
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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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timer = $Timer
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if is_player_revolver:
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GameManager.set_player_revolver(self)
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else:
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@@ -22,8 +24,27 @@ func _process(delta: float) -> void:
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cylinder.position = lerp(cylinder.position, Vector3(1.947,0.543,3.979), delta/ 0.1)
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else:
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cylinder.position = lerp(cylinder.position, Vector3(0,0.543,3.979), delta/ 0.1)
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func load_bullet(bullet_object):
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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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#cylinder.rotation_degrees = Vector3(30 + current_round*60,90,90)
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func load_bullet(bullet_object: Node3D):
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loaded_bullets[current_round] = bullet_object
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bullet_object.destination_reached.connect(on_bullet_reached)
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bullet_object.moveTo(to_global(bullet_target_pos))
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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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timer.timeout.disconnect(on_load_anim_end)
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func on_bullet_reached():
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current_round += 1
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timer.start()
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func shoot():
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pass
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