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55 lines
2.2 KiB
GDScript
55 lines
2.2 KiB
GDScript
# This file is part of open-fpsz.
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#
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# This program is free software: you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation, either version 3 of the License, or
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# (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program. If not, see <https://www.gnu.org/licenses/>.
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class_name ChainGun extends AutomaticWeapon
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@export var _PROJECTILE : PackedScene
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## The factor of velocity from the owner of this [Weapon] inherited by this [Projectile].
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@export_range(0., 1., .01) var inheritance : float = 1.
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@export var anim_player : AnimationPlayer
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## The angular deviation from ideal line of fire in degrees
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@export var min_spread: float
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## The maximum angle the spread will increase to during heatup.
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@export var max_spread: float
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## The amount of time it takes for the chaingun to spin up or spin down.
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@export var spin_period: float
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## The amount of time it takes for the chaingun to overheat.
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@export var heat_period: float
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#@export var heat_time: float
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## The fraction of the [member heat_period] at which the gun can start firing again
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@export var cooldown_threshold: float
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## Multiplier for the speed when calculating cooldown/heatup
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@export var speed_cooldown_factor: float
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## The [Shader] responsible for rendering heat while firing.
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@export var heat_shader: Shader
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# heat flag
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var overheated: bool
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func _on_triggered() -> void:
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# play the fire animation
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anim_player.play("fire")
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# init projectile
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var projectile : ChainGunProjectile = _PROJECTILE.instantiate()
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projectile.velocity = projectile.speed * $Nozzle.global_basis.z.normalized() + owner.linear_velocity * inheritance
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projectile.source = owner
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owner.add_child(projectile)
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projectile.global_transform = $Nozzle.global_transform
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projectile.shape_cast.add_exception(owner)
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func _on_visibility_changed() -> void:
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if self.visible:
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#anim_player.play("equip")
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#self.sounds.play("equip")
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pass
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