added loading through animation player
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@@ -23,7 +23,9 @@ spot_range = 4.8595
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spot_angle = 42.0126
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[node name="revolver" parent="." instance=ExtResource("4_jjvhh")]
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transform = Transform3D(-0.1, -8.74228e-09, 0, 8.74228e-09, -0.1, 0, 0, 0, 0.1, 0.354285, 4.2476, 0.425178)
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transform = Transform3D(-4.37114e-09, -0.1, 0, 0.1, -4.37114e-09, 0, 0, 0, 0.1, 1.02871, 3.34454, 0.425178)
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down_pos = Vector3(1.029, 3.345, 0.425)
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target_angle_up = Vector3(0, 0, -180)
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is_player_revolver = true
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[node name="BulletStack" type="Node3D" parent="."]
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@@ -73,8 +75,10 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.162003, -0.0193229, 0.0082
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transform = Transform3D(-4.37114e-08, 0, 1, 0, 1, 0, -1, 0, -4.37114e-08, 0.0599972, 3.68584, -2.25251)
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[node name="enemy_revolver" parent="." instance=ExtResource("4_jjvhh")]
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transform = Transform3D(0.1, 0, 0, 0, -0.1, -1.50996e-08, 0, 1.50996e-08, -0.1, 0.354285, 4.2476, -0.496572)
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transform = Transform3D(0.00193718, -0.0999812, 1.69355e-10, -0.0999812, -0.00193718, -8.74064e-09, 8.74228e-09, -7.64274e-16, -0.1, 1.01994, 3.38413, -0.496572)
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up_pos = Vector3(0.354, 4.248, -0.497)
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down_pos = Vector3(1.02, 3.384, -0.497)
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target_angle_up = Vector3(0, -180, 180)
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target_angle_down = Vector3(0, 180, -90)
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[node name="MainGame" parent="." instance=ExtResource("6_21xkr")]
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[editable path="revolver"]
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24
Scenes/prototype.tscn
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24
Scenes/prototype.tscn
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@@ -0,0 +1,24 @@
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[gd_scene load_steps=4 format=3 uid="uid://b1lmku8qo5ln5"]
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[ext_resource type="PackedScene" uid="uid://bge7npb7b1y6x" path="res://Scenes/revolver.tscn" id="1_4ousu"]
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[ext_resource type="PackedScene" uid="uid://j06vthscroca" path="res://Scenes/bullet.tscn" id="2_6koui"]
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[sub_resource type="AnimationLibrary" id="AnimationLibrary_3mrnv"]
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[node name="Prototype" type="Node3D"]
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[node name="Camera3D" type="Camera3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.448508, 1.2315)
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[node name="revolver" parent="." instance=ExtResource("1_4ousu")]
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transform = Transform3D(-0.1, -8.74228e-09, 0, 8.74228e-09, -0.1, 0, 0, 0, 0.1, 0.376162, 0, -1.28934)
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is_player_revolver = true
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[node name="bullet" parent="." instance=ExtResource("2_6koui")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.114408, 0, -0.120555)
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[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
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libraries = {
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&"": SubResource("AnimationLibrary_3mrnv")
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}
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autoplay = "new_animation"
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@@ -1,8 +1,44 @@
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[gd_scene load_steps=3 format=3 uid="uid://bge7npb7b1y6x"]
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[gd_scene load_steps=6 format=3 uid="uid://bge7npb7b1y6x"]
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[ext_resource type="PackedScene" uid="uid://k5auld1jqu12" path="res://Blends/Revolver/revolver.gltf" id="1_wa2bx"]
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[ext_resource type="Script" uid="uid://d3174fuibuuyo" path="res://Scripts/revolver.gd" id="2_ncs2m"]
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[sub_resource type="Animation" id="Animation_ncs2m"]
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resource_name = "cylinder_out"
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath("Cylinder_002:position")
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tracks/0/interp = 2
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(0, 1),
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"transitions": PackedFloat32Array(1, 1),
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"update": 0,
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"values": [Vector3(0.0429976, 0.542699, 3.97893), Vector3(2.0611, 0.542699, 3.97893)]
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}
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[sub_resource type="Animation" id="Animation_ldl0s"]
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length = 0.001
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath("Cylinder_002:position")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 0,
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"values": [Vector3(0.0429976, 0.542699, 3.97893)]
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}
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[sub_resource type="AnimationLibrary" id="AnimationLibrary_h5sga"]
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_data = {
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&"RESET": SubResource("Animation_ldl0s"),
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&"cylinder_out": SubResource("Animation_ncs2m")
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}
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[node name="revolver" node_paths=PackedStringArray("cylinder") instance=ExtResource("1_wa2bx")]
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transform = Transform3D(0.1, 0, 0, 0, 0.1, 0, 0, 0, 0.1, 0, 0, 0)
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script = ExtResource("2_ncs2m")
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@@ -18,4 +54,12 @@ transform = Transform3D(0.388665, 1.69891e-08, 0.673188, 0.673188, -2.9426e-08,
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transform = Transform3D(-4.37114e-08, 0, 0.564469, 0, 0.0715409, 0, -1, 0, -2.46737e-08, 0, -0.305258, 3.93692)
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[node name="Timer" type="Timer" parent="." index="5"]
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wait_time = 0.5
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one_shot = true
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[node name="AnimationPlayer" type="AnimationPlayer" parent="." index="6"]
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libraries = {
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&"": SubResource("AnimationLibrary_h5sga")
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}
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[connection signal="animation_finished" from="AnimationPlayer" to="." method="_on_animation_player_animation_finished"]
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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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