Refactored weapon and shoot component use and resources.
This commit is contained in:
parent
79122a074e
commit
bdbc3b015f
29 changed files with 239 additions and 435 deletions
|
|
@ -1,31 +1,32 @@
|
|||
class_name ShootComponent extends Node
|
||||
|
||||
@onready var weapon_component: Node = %WeaponComponent
|
||||
@onready var player = $"../Player"
|
||||
@onready var player = $".."
|
||||
|
||||
|
||||
# Change from instantiating WeaponComponent to instantiating Shot nodes
|
||||
func shoot():
|
||||
|
||||
# Shorten variable for accessing weapon_component for clarity
|
||||
var weapon_system = weapon_component.data
|
||||
|
||||
if player.travel > weapon_system.spacing:
|
||||
|
||||
for b in range(weapon_system.projectiles):
|
||||
|
||||
# Instantiate the bullets
|
||||
var bullet = weapon_component.weapon_current.instantiate()
|
||||
get_tree().root.add_child(bullet)
|
||||
# Adjust bullet spacing before firing
|
||||
|
||||
bullet.position = player.position + Vector2((b - (weapon_system.projectiles - 1) / 2.0) * round(round((weapon_system.projectiles + weapon_system.spacing / 2)) / 2), weapon_system.origin)
|
||||
print(b, bullet.position.x)
|
||||
|
||||
# Print which weapon is firing
|
||||
prints(bullet.shot_data.shot_name, "weapon fired")
|
||||
|
||||
# Subtract projectile spacing from current Player travel for next
|
||||
player.travel -= weapon_system.spacing
|
||||
|
||||
else: return
|
||||
|
||||
|
||||
var weapon_data = weapon_component.data # WeaponShot resource configuration
|
||||
|
||||
if player.travel > weapon_data.spacing:
|
||||
for b in range(weapon_data.projectiles):
|
||||
|
||||
# Get the Shot scene from the WeaponShot resource
|
||||
var bullet_scene = weapon_data.bullet_scene # Or however you store it
|
||||
|
||||
# Instantiate the bullet based data
|
||||
var bullet := bullet_scene.instantiate() as Node
|
||||
get_tree().root.add_child(bullet)
|
||||
|
||||
# Set up the bullet from resource data
|
||||
#bullet.shot_data = weapon_data # Pass the configuration
|
||||
|
||||
# Adjust bullet spacing before firing
|
||||
bullet.position = player.position + Vector2((b - (weapon_data.projectiles - 1) / 2.0) * round(round((weapon_data.projectiles + weapon_data.spacing / 2)) / 2 - 2), weapon_data.origin)
|
||||
print(b, bullet.position.x)
|
||||
print(weapon_data.shot_name + " "+"fired!")
|
||||
|
||||
# Subtract projectile spacing from current Player travel for next
|
||||
player.travel -= weapon_data.spacing
|
||||
|
||||
else: return
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue