Merge pull request 'Feat/6 knife and melee fundamentals' (#10) from feat/6-knife-and-melee-fundamentals into main
Reviewed-on: #10
This commit was merged in pull request #10.
This commit is contained in:
@@ -62,6 +62,11 @@ var weapon_db = {
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"name": "Mortar",
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"category": "special",
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"script": "res://weapons/mortar.gd"
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},
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"knife": {
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"name": "Knife",
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"category": "melee",
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"script": "res://weapons/knife.gd"
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}
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}
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@@ -80,7 +85,8 @@ func _ensure_default_loadouts() -> void:
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"name": "Loadout " + str(i + 1),
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"primary_1": "double_barrel_shotgun",
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"primary_2": "none",
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"special": "none"
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"special": "none",
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"melee": "knife"
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})
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func get_active_loadout() -> Dictionary:
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@@ -123,3 +129,4 @@ func load_loadouts() -> void:
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if sl.has("primary_1"): loadouts[i]["primary_1"] = sl["primary_1"]
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if sl.has("primary_2"): loadouts[i]["primary_2"] = sl["primary_2"]
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if sl.has("special"): loadouts[i]["special"] = sl["special"]
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if sl.has("melee"): loadouts[i]["melee"] = sl["melee"]
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@@ -11,6 +11,7 @@ var default_bindings = {
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"grapple": {"type": "mouse", "code": MOUSE_BUTTON_MIDDLE},
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"reload": {"type": "key", "code": KEY_R},
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"interact": {"type": "key", "code": KEY_E},
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"melee": {"type": "key", "code": KEY_F},
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"move_forward": {"type": "key", "code": KEY_W},
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"move_back": {"type": "key", "code": KEY_S},
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"move_left": {"type": "key", "code": KEY_A},
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@@ -20,6 +21,7 @@ var default_bindings = {
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"weapon_1": {"type": "key", "code": KEY_1},
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"weapon_2": {"type": "key", "code": KEY_2},
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"weapon_3": {"type": "key", "code": KEY_3},
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"weapon_4": {"type": "key", "code": KEY_4},
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}
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var current_bindings = {}
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@@ -16,6 +16,7 @@ var name_edit: LineEdit
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var primary1_opt: OptionButton
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var primary2_opt: OptionButton
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var special_opt: OptionButton
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var melee_opt: OptionButton
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var save_loadout_btn: Button
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var back_to_main_btn: Button
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var editing_index: int = -1
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@@ -191,6 +192,12 @@ func _build_ui() -> void:
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special_opt = OptionButton.new()
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edit_vbox.add_child(special_opt)
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var melee_lbl = Label.new()
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melee_lbl.text = "Melee"
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edit_vbox.add_child(melee_lbl)
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melee_opt = OptionButton.new()
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edit_vbox.add_child(melee_opt)
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save_loadout_btn = Button.new()
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save_loadout_btn.text = "Save Loadout"
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save_loadout_btn.custom_minimum_size = Vector2(0, 40)
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@@ -756,6 +763,8 @@ func _edit_loadout(idx: int) -> void:
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_populate_options(primary1_opt, "primary", l["primary_1"])
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_populate_options(primary2_opt, "primary", l["primary_2"])
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_populate_options(special_opt, "special", l["special"])
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if l.has("melee"):
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_populate_options(melee_opt, "melee", l["melee"])
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edit_panel.visible = true
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@@ -788,6 +797,7 @@ func _save_current_loadout() -> void:
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l["primary_1"] = primary1_opt.get_item_metadata(primary1_opt.get_selected_id())
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l["primary_2"] = primary2_opt.get_item_metadata(primary2_opt.get_selected_id())
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l["special"] = special_opt.get_item_metadata(special_opt.get_selected_id())
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l["melee"] = melee_opt.get_item_metadata(melee_opt.get_selected_id())
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LoadoutManager.save_loadouts()
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_populate_loadout_list()
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edit_panel.visible = false
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@@ -4,6 +4,7 @@ class_name ImpactSpawner
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static var bullet_hole_mat: StandardMaterial3D = null
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static var crater_mat: StandardMaterial3D = null
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static var plasma_mat: StandardMaterial3D = null
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static var slash_mat: StandardMaterial3D = null
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static func _ensure_mats():
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if bullet_hole_mat != null:
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@@ -52,11 +53,22 @@ static func _ensure_mats():
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plasma_mat.emission_texture = tex_p
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plasma_mat.emission_energy_multiplier = 2.0
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var tex_s = make_tex.call(
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[Color(0.9, 0.9, 0.9, 1.0), Color(0.8, 0.8, 0.8, 0.8), Color(0.8, 0.8, 0.8, 0.0)],
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[0.0, 0.5, 1.0], 64)
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slash_mat = StandardMaterial3D.new()
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slash_mat.albedo_texture = tex_s
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slash_mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
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static func spawn(scene_tree: SceneTree, type: String, pos: Vector3, normal: Vector3, size: float = 0.2):
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_ensure_mats()
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var mi = MeshInstance3D.new()
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var qm = QuadMesh.new()
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if type == "slash":
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qm.size = Vector2(size * 4.0, size * 0.4)
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else:
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qm.size = Vector2(size, size)
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var mat: StandardMaterial3D
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@@ -66,6 +78,8 @@ static func spawn(scene_tree: SceneTree, type: String, pos: Vector3, normal: Vec
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mat = crater_mat.duplicate()
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elif type == "plasma":
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mat = plasma_mat.duplicate()
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elif type == "slash":
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mat = slash_mat.duplicate()
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qm.material = mat
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mi.mesh = qm
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@@ -0,0 +1,178 @@
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extends Node3D
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class_name Knife
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var weapon_name: String = "Knife"
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var base_damage: float = 100.0
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var max_range: float = 3.0
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var fire_rate: float = 0.5
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var fire_cooldown: float = 0.0
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var player: CharacterBody3D
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var camera: Camera3D
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var model_root: Node3D
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var auto_switch_slot: int = -1
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var is_swinging: bool = false
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var default_pos: Vector3 = Vector3(0.3, -0.3, -0.6)
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var fire_sound: AudioStreamPlayer3D
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func _ready() -> void:
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set_process(true)
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set_process_input(true)
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model_root = Node3D.new()
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add_child(model_root)
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_build_model()
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position = default_pos
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func _build_model() -> void:
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var mat_handle = StandardMaterial3D.new()
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mat_handle.albedo_color = Color(0.1, 0.1, 0.1)
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var mat_blade = StandardMaterial3D.new()
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mat_blade.albedo_color = Color(0.8, 0.8, 0.8)
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mat_blade.metallic = 0.8
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mat_blade.roughness = 0.2
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# Handle
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var handle = MeshInstance3D.new()
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var h_mesh = CylinderMesh.new()
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h_mesh.top_radius = 0.02
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h_mesh.bottom_radius = 0.02
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h_mesh.height = 0.15
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h_mesh.material = mat_handle
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handle.mesh = h_mesh
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handle.rotation.x = deg_to_rad(90)
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handle.position = Vector3(0, 0, 0)
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model_root.add_child(handle)
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# Blade
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var blade = MeshInstance3D.new()
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var b_mesh = BoxMesh.new()
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b_mesh.size = Vector3(0.01, 0.04, 0.25)
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b_mesh.material = mat_blade
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blade.mesh = b_mesh
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blade.position = Vector3(0, 0, -0.2)
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model_root.add_child(blade)
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# Guard
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var guard = MeshInstance3D.new()
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var g_mesh = BoxMesh.new()
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g_mesh.size = Vector3(0.06, 0.05, 0.01)
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g_mesh.material = mat_handle
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guard.mesh = g_mesh
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guard.position = Vector3(0, 0, -0.075)
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model_root.add_child(guard)
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# Audio (reusing shotgun reload or something generic for now, ideally a swish)
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fire_sound = AudioStreamPlayer3D.new()
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fire_sound.bus = "SFX"
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fire_sound.stream = load("res://assets/sounds/dash.wav")
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fire_sound.pitch_scale = 1.2
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fire_sound.volume_db = 0.0
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model_root.add_child(fire_sound)
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func _process(delta: float) -> void:
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if fire_cooldown > 0.0:
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fire_cooldown -= delta
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func _input(event: InputEvent) -> void:
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if not visible or is_swinging:
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return
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if Input.get_mouse_mode() != Input.MOUSE_MODE_CAPTURED:
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return
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if event.is_action_pressed("fire") and fire_cooldown <= 0.0:
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_swing()
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func do_quick_melee(prev_slot: int) -> void:
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auto_switch_slot = prev_slot
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if fire_cooldown <= 0.0 and not is_swinging:
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_swing()
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else:
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if auto_switch_slot != -1 and get_parent() and get_parent().has_method("_equip_slot"):
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get_parent()._equip_slot(auto_switch_slot)
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auto_switch_slot = -1
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func _swing() -> void:
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is_swinging = true
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fire_cooldown = fire_rate
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if fire_sound:
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fire_sound.play()
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# Tween for swipe animation
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var tween = create_tween()
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# Windup: Move to the right, point the blade left and tilt it
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tween.tween_property(self, "position", Vector3(0.6, -0.2, -0.4), 0.1)
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tween.parallel().tween_property(self, "rotation", Vector3(deg_to_rad(10), deg_to_rad(80), deg_to_rad(-40)), 0.1)
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# Swipe: Move across the screen to the left quickly
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tween.tween_property(self, "position", Vector3(-0.6, -0.3, -0.5), 0.1)
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tween.parallel().tween_property(self, "rotation", Vector3(deg_to_rad(10), deg_to_rad(110), deg_to_rad(-60)), 0.1)
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# Return to idle
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tween.tween_property(self, "position", default_pos, 0.2)
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tween.parallel().tween_property(self, "rotation", Vector3.ZERO, 0.2)
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# Damage occurs partway through the swing
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get_tree().create_timer(0.15).timeout.connect(_do_damage)
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# Finish swing
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get_tree().create_timer(0.4).timeout.connect(_finish_swing)
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func _do_damage() -> void:
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if not camera: return
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var space_state = camera.get_world_3d().direct_space_state
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var origin = camera.global_position
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var forward = -camera.global_transform.basis.z.normalized()
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# 1. Area damage using a sphere
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var shape = SphereShape3D.new()
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shape.radius = max_range / 2.0
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var shape_pos = origin + forward * (max_range / 2.0)
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var query = PhysicsShapeQueryParameters3D.new()
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query.shape = shape
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query.transform = Transform3D(Basis(), shape_pos)
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if player: query.exclude = [player.get_rid()]
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var results = space_state.intersect_shape(query)
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var damaged_targets = []
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for res in results:
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var col = res.collider
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if col.has_method("take_damage") and not damaged_targets.has(col):
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# Simple line of sight check to prevent hitting through walls
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var los_query = PhysicsRayQueryParameters3D.create(origin, col.global_position)
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if player: los_query.exclude = [player.get_rid()]
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var los_result = space_state.intersect_ray(los_query)
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if not los_result or los_result.collider == col:
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col.take_damage(base_damage, col.global_position, player)
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damaged_targets.append(col)
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# 2. Wall decal using a raycast down the center
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var ray_query = PhysicsRayQueryParameters3D.create(origin, origin + forward * max_range)
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if player: ray_query.exclude = [player.get_rid()]
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var ray_result = space_state.intersect_ray(ray_query)
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if ray_result:
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var col = ray_result.collider
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if not col.has_method("take_damage") and (col is StaticBody3D or col is CSGShape3D):
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ImpactSpawner.spawn(get_tree(), "slash", ray_result.position, ray_result.normal, 0.5)
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func _finish_swing() -> void:
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is_swinging = false
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if auto_switch_slot != -1 and get_parent() and get_parent().has_method("_equip_slot"):
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get_parent()._equip_slot(auto_switch_slot)
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auto_switch_slot = -1
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func unequip() -> void:
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# If we are swapped manually, reset state
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is_swinging = false
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position = default_pos
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rotation = Vector3.ZERO
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@@ -0,0 +1 @@
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uid://dcja1t3x8u65m
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@@ -4,7 +4,7 @@ class_name WeaponManager
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var player: CharacterBody3D
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var camera: Camera3D
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var active_slot: int = 1 # 1: Primary 1, 2: Primary 2, 3: Special
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var active_slot: int = 1 # 1: Primary 1, 2: Primary 2, 3: Special, 4: Melee
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var weapons: Dictionary = {} # slot_index: Node3D
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func _ready() -> void:
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@@ -26,6 +26,8 @@ func _build_loadout() -> void:
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_spawn_weapon(1, l["primary_1"])
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_spawn_weapon(2, l["primary_2"])
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_spawn_weapon(3, l["special"])
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if l.has("melee"):
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_spawn_weapon(4, l["melee"])
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_equip_slot(1)
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@@ -80,3 +82,12 @@ func _input(event: InputEvent) -> void:
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_equip_slot(2)
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elif event.is_action_pressed("weapon_3"):
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_equip_slot(3)
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elif event.is_action_pressed("weapon_4"):
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_equip_slot(4)
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elif event.is_action_pressed("melee"):
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if active_slot != 4:
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var prev = active_slot
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_equip_slot(4)
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if weapons.has(4):
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if weapons[4].has_method("do_quick_melee"):
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weapons[4].do_quick_melee(prev)
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