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