feat: add plasma gun weapon implementation and new pause menu system with loadout management

This commit is contained in:
DottsGit
2026-06-04 17:06:50 -04:00
parent 67bd5b4302
commit 1ccc66a601
37 changed files with 1070 additions and 0 deletions
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extends BaseHitscanWeapon
class_name DMR
var is_ads: bool = false
var default_fov: float = 90.0
var ads_fov: float = 40.0
func _init() -> void:
weapon_name = "DMR"
fire_rate = 0.3 # Cooldown to prevent autoclicker spam
max_ammo = 15
reload_time = 2.2
base_damage = 75.0
min_damage = 60.0
falloff_start = 50.0
max_range = 300.0
automatic = false
spread_angle = 0.002 # Extremely accurate
func _ready() -> void:
super._ready()
if camera:
default_fov = camera.fov
func _build_model() -> void:
position = Vector3(0.3, -0.3, -0.7)
var body_mat = StandardMaterial3D.new()
body_mat.albedo_color = Color(0.15, 0.25, 0.15) # Olive drab
var black_mat = StandardMaterial3D.new()
black_mat.albedo_color = Color(0.05, 0.05, 0.05)
# Receiver
var receiver = MeshInstance3D.new()
var rec_mesh = BoxMesh.new()
rec_mesh.size = Vector3(0.05, 0.12, 0.4)
rec_mesh.material = body_mat
receiver.mesh = rec_mesh
receiver.position = Vector3(0, 0, 0.1)
model_root.add_child(receiver)
# Barrel
var barrel = MeshInstance3D.new()
var b_mesh = CylinderMesh.new()
b_mesh.top_radius = 0.01
b_mesh.bottom_radius = 0.01
b_mesh.height = 0.6
b_mesh.material = black_mat
barrel.mesh = b_mesh
barrel.rotation.x = deg_to_rad(90)
barrel.position = Vector3(0, 0.03, -0.3)
model_root.add_child(barrel)
# Scope
var scope = MeshInstance3D.new()
var scope_mesh = CylinderMesh.new()
scope_mesh.top_radius = 0.02
scope_mesh.bottom_radius = 0.02
scope_mesh.height = 0.2
scope_mesh.material = black_mat
scope.mesh = scope_mesh
scope.rotation.x = deg_to_rad(90)
scope.position = Vector3(0, 0.08, 0.05)
model_root.add_child(scope)
# Muzzle Flash
muzzle_flash = OmniLight3D.new()
muzzle_flash.light_color = Color(1.0, 0.8, 0.4)
muzzle_flash.light_energy = 0.0
muzzle_flash.omni_range = 6.0
muzzle_flash.position = Vector3(0, 0.03, -0.6)
model_root.add_child(muzzle_flash)
# Audio
fire_sound = AudioStreamPlayer3D.new()
fire_sound.stream = load("res://assets/sounds/dmr_fire.wav")
fire_sound.position = muzzle_flash.position
fire_sound.volume_db = -3.0
model_root.add_child(fire_sound)
reload_sound = AudioStreamPlayer3D.new()
reload_sound.stream = load("res://assets/sounds/shotgun_reload.wav")
model_root.add_child(reload_sound)
func _process(delta: float) -> void:
super._process(delta)
if camera:
var target_fov = ads_fov if is_ads else default_fov
camera.fov = lerpf(camera.fov, target_fov, 15.0 * delta)
# Move model to center when ADS
var target_pos = Vector3(0.0, -0.2, -0.5) if is_ads else Vector3(0.3, -0.3, -0.7)
position = position.lerp(target_pos, 15.0 * delta)
# Adjust sensitivity if player has a way to modify it (we can modify the camera rig later)
# For now, FOV alone gives the zoom effect.
func _input(event: InputEvent) -> void:
super._input(event)
if Input.get_mouse_mode() != Input.MOUSE_MODE_CAPTURED:
return
if event.is_action_pressed("fire_alt"):
is_ads = true
elif event.is_action_released("fire_alt"):
is_ads = false
func _start_reload() -> void:
super._start_reload()
is_ads = false # Drop out of ADS on reload