Updated architecture so WeaponComponent uses an exported array to store
weapon resources.
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7 changed files with 88 additions and 36 deletions
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@ -1,34 +1,20 @@
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class_name WeaponComponent extends Node
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enum WeaponType {
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STOCK,
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NONE,
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}
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@export var weapon_data: WeaponShot = null
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@export var available_weapons: Array[WeaponShot] = []
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@export_enum("STOCK", "NONE") var loaded_weapon: int = WeaponType.STOCK
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var data: WeaponShot = load("res://resources/player_weapon_resources/weapon_shot_stock.tres")
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var _current_weapon_index: int = 0
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func get_bullet_scene() -> PackedScene:
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if loaded_weapon == WeaponType.STOCK:
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return preload("res://scenes/player_weapons/weapon_stock.tscn")
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else:
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return null
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return weapon_data.bullet_scene if weapon_data else null
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func get_weapon_resource() -> Resource:
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var weapon_resource_path: String
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return weapon_data
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if loaded_weapon == WeaponType.STOCK:
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weapon_resource_path = "res://resources/player_weapon_resources/weapon_shot_stock.tres"
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data = load(weapon_resource_path)
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return data
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else:
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return null
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func cycle_weapon() -> void:
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if available_weapons.is_empty():
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return
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#var data : WeaponShot = load("res://resources/player_weapon_resources/weapon_shot_stock.tres")
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#func get_bullet_scene() -> PackedScene:
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#return data.weapon_shot # Reference to the Shot scene from the resource
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_current_weapon_index = (_current_weapon_index + 1) % available_weapons.size()
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weapon_data = available_weapons[_current_weapon_index]
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print("Switched to: ", weapon_data.shot_name)
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