extends Node3D enum revolver_state {UP, DOWN, LOADING} var state: int = revolver_state.DOWN var game_state: int var bullet_target_pos = Vector3(1.95,0.03,4.612) #2.231 @export var up_pos: Vector3 = Vector3(0.354,4.248,0.425) @export var down_pos: Vector3 var loaded_bullets = Array() var max_bullets: int = 6 var current_round: int = 0 var timer: Timer var target_angle: Vector3 = Vector3(0,0,90) @export var target_angle_up: Vector3 = Vector3(0,0,90) @export var target_angle_down: Vector3 = Vector3(0,0,90) @export var is_player_revolver: bool = false @export var cylinder: Node3D var animationPlayer: AnimationPlayer var is_cylinder_out: bool = false var curr_load_bullet: Node3D func _ready() -> void: animationPlayer = $AnimationPlayer game_state = GameManager.current_state GameManager.state_changed.connect(on_state_changed) loaded_bullets.resize(max_bullets) timer = $Timer if is_player_revolver: GameManager.set_player_revolver(self) else: GameManager.set_enemy_revolver(self) func _process(delta: float) -> void: if is_cylinder_out: pass #cylinder.position = lerp(cylinder.position, Vector3(1.947,0.543,3.979), delta/ 0.1) else: pass #cylinder.position = lerp(cylinder.position, Vector3(0,0.543,3.979), delta/ 0.1) cylinder.rotation_degrees = lerp(cylinder.rotation_degrees,Vector3(30 + current_round*60,90,90), delta / 0.1 ) #rotation_degrees = lerp(rotation_degrees, target_angle, delta / 0.1) if state == revolver_state.UP: #global_position = lerp(global_position, up_pos, delta/ 0.1) #target_angle = target_angle_up pass elif state == revolver_state.DOWN: pass #global_position = lerp(global_position, down_pos, delta / 0.1) #target_angle = target_angle_down #cylinder.rotation_degrees = Vector3(30 + current_round*60,90,90) func load_bullet(bullet_object: Node3D): curr_load_bullet = bullet_object is_cylinder_out = true animationPlayer.play("cylinder_out") timer.timeout.connect(on_load_anim_end) #cylinder.rotation.x = 90.0 func on_load_anim_end(): is_cylinder_out = false animationPlayer.play_backwards("cylinder_out") timer.timeout.disconnect(on_load_anim_end) func on_bullet_reached(): current_round += 1 timer.start() func shoot(): loaded_bullets[current_round].shoot(null) pass func can_be_loaded(): var free: int = 0 for bullet in loaded_bullets: if bullet == null: free += 1 if free > 0: return true else: return false func on_state_changed(): if is_player_revolver: if GameManager.current_state == GameManager.GameState.PLAYER1_GUN_LOAD: state = revolver_state.UP if GameManager.current_state == GameManager.GameState.PLAYER2_GUN_LOAD: state = revolver_state.DOWN else: if GameManager.current_state == GameManager.GameState.PLAYER2_GUN_LOAD: state = revolver_state.UP if GameManager.current_state == GameManager.GameState.PLAYER1_GUN_LOAD: state = revolver_state.DOWN func _on_animation_player_animation_finished(anim_name: StringName) -> void: if anim_name == "cylinder_out" and is_cylinder_out: loaded_bullets[current_round] = curr_load_bullet curr_load_bullet.is_loaded = true curr_load_bullet.destination_reached.connect(on_bullet_reached) curr_load_bullet.moveTo(to_global(bullet_target_pos)) curr_load_bullet.rotate_x(deg_to_rad(-90)) curr_load_bullet.reparent(cylinder) elif anim_name == "cylinder_out" and is_cylinder_out == false: if !can_be_loaded(): if is_player_revolver: GameManager.is_player1_loaded = true else: GameManager.is_player2_loaded = true if is_player_revolver: GameManager.end_player_turn() else: GameManager.end_enemy_turn()