added loading through animation player
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@@ -36,9 +36,11 @@ func _on_static_body_3d_input_event(camera: Node, event: InputEvent, event_posit
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GameManager.bullet_selected.emit(self)
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func shoot():
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func shoot(target):
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if is_live:
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print("Ammo was live")
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else:
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print("Ammo not live")
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pass
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GameManager.bullet_shoot.emit(target)
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self.queue_free()
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@@ -1,6 +1,6 @@
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extends Node
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signal bullet_shoot
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signal bullet_selected(object)
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signal state_changed
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@@ -18,11 +18,11 @@ var is_player2_loaded: bool = false
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var bullet_stack: Node3D
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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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player1_revolver.load_bullet(bullet_stack.bullets[0])
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set_state(GameState.PLAYER1_GUN_LOAD)
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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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@@ -91,3 +91,7 @@ func get_phase2_player_start():
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set_state(GameState.PLAYER1_UNLOAD)
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else:
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set_state(GameState.PLAYER2_UNLOAD)
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func on_bullet_shoot(target):
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pass
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@@ -1,17 +1,31 @@
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extends Node3D
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enum revolver_state {UP, DOWN, LOADING}
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var state: int = revolver_state.DOWN
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var game_state: int
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var bullet_target_pos = Vector3(1.95,0.03,4.612) #2.231
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@export var up_pos: Vector3 = Vector3(0.354,4.248,0.425)
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@export var down_pos: Vector3
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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 timer: Timer
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var target_angle: Vector3 = Vector3(0,0,90)
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@export var target_angle_up: Vector3 = Vector3(0,0,90)
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@export var target_angle_down: Vector3 = Vector3(0,0,90)
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@export var is_player_revolver: bool = false
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@export var cylinder: Node3D
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var animationPlayer: AnimationPlayer
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var is_cylinder_out: bool = false
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var curr_load_bullet: Node3D
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func _ready() -> void:
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animationPlayer = $AnimationPlayer
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game_state = GameManager.current_state
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GameManager.state_changed.connect(on_state_changed)
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loaded_bullets.resize(max_bullets)
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timer = $Timer
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if is_player_revolver:
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@@ -21,44 +35,42 @@ func _ready() -> void:
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func _process(delta: float) -> void:
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if is_cylinder_out:
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cylinder.position = lerp(cylinder.position, Vector3(1.947,0.543,3.979), delta/ 0.1)
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pass
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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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pass
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#cylinder.position = lerp(cylinder.position, Vector3(0,0.543,3.979), delta/ 0.1)
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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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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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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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#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.is_loaded = true
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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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curr_load_bullet = bullet_object
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is_cylinder_out = true
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bullet_object.reparent(cylinder)
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animationPlayer.play("cylinder_out")
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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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timer.timeout.disconnect(on_load_anim_end)
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if !can_be_loaded():
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if is_player_revolver:
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GameManager.is_player1_loaded = true
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else:
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GameManager.is_player2_loaded = true
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is_cylinder_out = false
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if is_player_revolver:
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GameManager.end_player_turn()
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else:
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GameManager.end_enemy_turn()
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animationPlayer.play_backwards("cylinder_out")
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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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loaded_bullets[current_round].shoot()
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loaded_bullets[current_round].shoot(null)
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pass
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@@ -72,3 +84,36 @@ func can_be_loaded():
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else:
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return false
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func on_state_changed():
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if is_player_revolver:
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if GameManager.current_state == GameManager.GameState.PLAYER1_GUN_LOAD:
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state = revolver_state.UP
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if GameManager.current_state == GameManager.GameState.PLAYER2_GUN_LOAD:
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state = revolver_state.DOWN
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else:
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if GameManager.current_state == GameManager.GameState.PLAYER2_GUN_LOAD:
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state = revolver_state.UP
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if GameManager.current_state == GameManager.GameState.PLAYER1_GUN_LOAD:
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state = revolver_state.DOWN
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func _on_animation_player_animation_finished(anim_name: StringName) -> void:
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if anim_name == "cylinder_out" and is_cylinder_out:
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loaded_bullets[current_round] = curr_load_bullet
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curr_load_bullet.is_loaded = true
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curr_load_bullet.destination_reached.connect(on_bullet_reached)
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curr_load_bullet.moveTo(to_global(bullet_target_pos))
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curr_load_bullet.rotate_x(deg_to_rad(-90))
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curr_load_bullet.reparent(cylinder)
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elif anim_name == "cylinder_out" and is_cylinder_out == false:
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if !can_be_loaded():
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if is_player_revolver:
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GameManager.is_player1_loaded = true
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else:
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GameManager.is_player2_loaded = true
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if is_player_revolver:
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GameManager.end_player_turn()
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else:
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GameManager.end_enemy_turn()
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