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65 lines
2 KiB
GDScript
65 lines
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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## This class defines a [Weapon].
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class_name Weapon extends Node3D
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## Emitted after [member Weapon.trigger] is called.
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signal triggered
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## Emitted when [member ammo] is changed (useful for [HUD] display).
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signal ammo_changed(new_ammo: int)
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# enum WeaponState { EQUIPPED, UNEQUIPPED }
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## The ammunition count.
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@export_range(0, 9223372036854775295) var ammo: int:
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set = set_ammo
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@rpc("authority", "call_local", "reliable")
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func set_ammo(new_ammo: int) -> void:
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ammo = new_ammo
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ammo_changed.emit(new_ammo)
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## The maxmimum ammunition count.
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@export_range(0, 9223372036854775295) var max_ammo: int
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## The number of ammo used when [member triggered] is emitted.
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@export_range(0, 9223372036854775295) var ammo_usage: int
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## The cooldown until this [Weapon] can be triggered again.
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@export var cooldown: float = 1.
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## The internal timer to handle trigger cooldown
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var _cooldown_timer: Timer
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func _init() -> void:
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_cooldown_timer = Timer.new()
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_cooldown_timer.one_shot = true
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_cooldown_timer.wait_time = cooldown
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add_child(_cooldown_timer)
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## This methods triggers the [Weapon].
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func trigger() -> void:
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if not _cooldown_timer.is_stopped() or ammo < ammo_usage:
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return
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# deduct ammo_usage from ammo count
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ammo -= ammo_usage
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# start cooldown timer
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_cooldown_timer.start(cooldown)
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# emit triggered signal
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triggered.emit()
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# primary action handler
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func _on_primary(pressed: bool) -> void:
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if pressed: trigger()
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