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https://gitlab.com/MaddoScientisto/cirnogodot.git
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Moved weapons to their own scene
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parent
7ebbc207e6
commit
34e0603170
6 changed files with 159 additions and 62 deletions
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@ -11,9 +11,6 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
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[Export]
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public float CrosshairDistance { get; set; } = 10f;
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[Export]
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public PackedScene BulletScene { get; set; }
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[Export]
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public PackedScene SelectorScene { get; set; }
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@ -35,17 +32,13 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
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private Sprite2D _crosshair;
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private Timer _cooldownTimer;
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[Export] public float Health = 4f;
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[Export] public Weapon EquippedWeapon;
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[DebugGUIPrint]
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private float _currentHealth = 0f;
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[Export] public double RateOfFire = 0.4f;
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[Export] public float BulletSpeed = 300f;
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private bool _isDestroyed = false;
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public override void _Ready()
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@ -54,7 +47,6 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
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_animatedSprite = GetNode<AnimatedSprite2D>("./Smoothing2D/AnimatedSprite2D");
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_crosshair = GetNode<Sprite2D>("./Smoothing2D/Crosshair");
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_cooldownTimer = GetNode<Timer>("./ShootTimer");
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_movementDirection = Vector2.Zero;
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_facingDirection = Vector2.Zero;
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@ -100,13 +92,18 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
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private void HandleShoot()
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{
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if (!Input.IsActionJustPressed("shoot")) return;
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//Debug.WriteLine("Shoot");
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var bullet = BulletScene.Instantiate<Bullet>();
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Owner.AddChild(bullet);
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bullet.Transform = Muzzle.GlobalTransform;
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bullet.Position = this.Position;
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bullet.SetDirection(this._facingDirection);
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if (EquippedWeapon == null) return;
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if (!Input.IsActionPressed("shoot")) return;
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EquippedWeapon.ShootDirection = this._facingDirection;
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EquippedWeapon.Shoot();
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// //Debug.WriteLine("Shoot");
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// var bullet = BulletScene.Instantiate<Bullet>();
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// Owner.AddChild(bullet);
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// bullet.Transform = Muzzle.GlobalTransform;
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// bullet.Position = this.Position;
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// bullet.SetDirection(this._facingDirection);
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}
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private void SetAnimation()
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