118 lines
3.4 KiB
GDScript
118 lines
3.4 KiB
GDScript
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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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 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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GameManager.set_player_revolver(self)
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else:
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GameManager.set_enemy_revolver(self)
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func _process(delta: float) -> void:
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if is_cylinder_out:
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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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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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pass
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elif state == revolver_state.DOWN:
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pass
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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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curr_load_bullet = bullet_object
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is_cylinder_out = true
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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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is_cylinder_out = false
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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(null)
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pass
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func can_be_loaded():
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var free: int = 0
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for bullet in loaded_bullets:
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if bullet == null:
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free += 1
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if free > 0:
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return true
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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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