mj177/scripts/player/weapon.gd
2025-02-01 22:51:01 +01:00

57 lines
1.6 KiB
GDScript

extends Node3D
@onready var animationtree: AnimationTree = $AnimationPlayer/AnimationTree
@onready var timer: Timer = $CooldownTimer
@export_category("Firing")
@export var MuzzleFlash: PackedScene
@export var Origin: Node3D
@export var BulletOrigin: Node3D
var statemachine: AnimationNodeStateMachinePlayback
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
self.statemachine = animationtree['parameters/playback']
func _input(event: InputEvent) -> void:
if event is not InputEventMouseButton:
return
if not event.is_action_pressed('player_shoot'):
return
if self.timer.time_left > 0:
return
if Player.Instance.PlayerState == Player.PlayerStates.SPRINTING:
return
var travelTarget = 'Fire'
if Player.Instance.PlayerState == Player.PlayerStates.CROUCHING:
travelTarget = 'Crouched Fire'
self.animationtree.set('parameters/' + travelTarget + '/blend_position', randf_range(0, 2))
self.statemachine.travel(travelTarget)
fireBullet()
self.timer.start()
func fireBullet() -> void:
var instance = self.MuzzleFlash.instantiate(PackedScene.GEN_EDIT_STATE_INSTANCE)
Origin.add_child(instance)
var query = PhysicsRayQueryParameters3D.create(BulletOrigin.global_position, BulletOrigin.global_position + BulletOrigin.global_basis.z * -200)
var result = get_world_3d().direct_space_state.intersect_ray(query)
if not result:
print('No result')
return
var health = result.collider.get_node('Health')
if health:
print("Dealing Damage")
result.collider.health.take_damage(1, Vector2(0,0))
return
print('No Health Element')