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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@ -14,4 +14,4 @@ extends Resource
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@export_category("Spread")
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@export_category("Spread")
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@export var horizontal_offset: float = 6.5 # Horizontal distance between projectiles
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@export var horizontal_offset: float = 6.5 # Horizontal distance between projectiles
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@export var stagger_offset: float = 5 # Time delay per projectile index
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@export var stagger_offset: float = 0.1 # Time delay per projectile index
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17
resources/player_weapon_resources/weapon_shot_spread.tres
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17
resources/player_weapon_resources/weapon_shot_spread.tres
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@ -0,0 +1,17 @@
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[gd_resource type="Resource" script_class="WeaponShot" format=3 uid="uid://bhc6aja38vyr"]
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[ext_resource type="PackedScene" uid="uid://ddpclu2vdy2ve" path="res://scenes/player_weapons/weapon_stock.tscn" id="1_bullet"]
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[ext_resource type="Script" uid="uid://7n1itonn35fm" path="res://resources/player_weapon_resources/weapon_shot.gd" id="2_script"]
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[resource]
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script = ExtResource("2_script")
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shot_name = "Spread Shot"
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bullet_scene = ExtResource("1_bullet")
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damage = 1
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speed = 450
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projectiles = 5
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spacing = 30.0
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origin = -15
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horizontal_offset = 10.0
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stagger_offset = 0.2
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metadata/_custom_type_script = "uid://7n1itonn35fm"
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53
scenes/player_weapons/weapon_spreadshot.tscn
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53
scenes/player_weapons/weapon_spreadshot.tscn
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@ -0,0 +1,53 @@
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[gd_scene format=3 uid="uid://clpyd8qfwthk2"]
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[ext_resource type="Script" uid="uid://c5blhfopjpfny" path="res://scenes/player_weapons/weapon_stock.gd" id="1_nx6aw"]
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[ext_resource type="Texture2D" uid="uid://bnpm8b62n1pr5" path="res://graphics/shot_stock_og.png" id="2_s6ult"]
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[sub_resource type="AtlasTexture" id="AtlasTexture_5bykt"]
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atlas = ExtResource("2_s6ult")
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region = Rect2(0, 0, 7, 11)
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[sub_resource type="AtlasTexture" id="AtlasTexture_vsqoq"]
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atlas = ExtResource("2_s6ult")
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region = Rect2(7, 0, 7, 11)
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[sub_resource type="AtlasTexture" id="AtlasTexture_yqx5m"]
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atlas = ExtResource("2_s6ult")
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region = Rect2(14, 0, 7, 11)
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[sub_resource type="SpriteFrames" id="SpriteFrames_fdubj"]
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animations = [{
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"frames": [{
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_5bykt")
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}, {
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_vsqoq")
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}, {
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_yqx5m")
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}],
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"loop": 1,
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"name": &"default",
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"speed": 24.0
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}]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_mvdrj"]
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size = Vector2(6.666667, 14)
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[node name="StockWeapon" type="Area2D" unique_id=1832200900]
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script = ExtResource("1_nx6aw")
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[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="." unique_id=1831184252]
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scale = Vector2(1.5, 1.5)
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sprite_frames = SubResource("SpriteFrames_fdubj")
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autoplay = "default"
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frame_progress = 0.35886022
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[node name="CollisionShape2D" type="CollisionShape2D" parent="." unique_id=1890946059]
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shape = SubResource("RectangleShape2D_mvdrj")
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[node name="VisibleOnScreenNotifier2D" type="VisibleOnScreenNotifier2D" parent="." unique_id=985862716]
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rect = Rect2(-3, -7, 6, 14)
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[connection signal="screen_exited" from="VisibleOnScreenNotifier2D" to="." method="_on_visible_on_screen_notifier_2d_screen_exited"]
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@ -27,7 +27,7 @@ animations = [{
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"duration": 1.0,
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_yqx5m")
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"texture": SubResource("AtlasTexture_yqx5m")
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}],
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}],
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"loop": true,
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"loop": 1,
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"name": &"default",
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"name": &"default",
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"speed": 24.0
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"speed": 24.0
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}]
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}]
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@ -17,7 +17,7 @@ func tick(delta: float):
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if player == null: return
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if player == null: return
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# Shorten variable for accessing weapon_component for clarity
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# Shorten variable for accessing weapon_component for clarity
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var weapon_system = weapon_component.data
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var weapon_system = weapon_component.weapon_data
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# Calculate ship to bullet displacement
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# Calculate ship to bullet displacement
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player.ship_displacement = player.position.y - player.previous_position.y
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player.ship_displacement = player.position.y - player.previous_position.y
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@ -1,13 +1,10 @@
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class_name ShootComponent extends Node
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class_name ShootComponent extends Node
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@export var stagger_offset: float = 0.5 # Time delay per projectile index (seconds)
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@export var horizontal_offset: float = 1.0 # Horizontal distance per projectile index
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@onready var weapon_component: Node = %WeaponComponent
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@onready var weapon_component: Node = %WeaponComponent
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@onready var player = $".."
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@onready var player = $".."
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func shoot():
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func shoot():
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var weapon_data = weapon_component.data # WeaponShot resource configuration
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var weapon_data = weapon_component.weapon_data
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var current_time = Time.get_ticks_msec() / 1000.0
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var current_time = Time.get_ticks_msec() / 1000.0
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var total_projectiles = weapon_data.projectiles
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var total_projectiles = weapon_data.projectiles
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@ -18,15 +15,14 @@ func shoot():
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if total_projectiles > 0:
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if total_projectiles > 0:
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for b in range(total_projectiles):
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for b in range(total_projectiles):
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var bullet_scene = weapon_data.bullet_scene
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var bullet := weapon_data.bullet_scene.instantiate() as Area2D
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var bullet := bullet_scene.instantiate() as Area2D
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get_tree().root.add_child(bullet)
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get_tree().root.add_child(bullet)
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# Calculate index relative to center (0 = center, -1/+1 = first from center)
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# Calculate index relative to center (0 = center, -1/+1 = first from center)
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var index_from_center: float = b - center_index
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var index_from_center: float = b - center_index
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# Calculate timing offset for staggered firing
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# Calculate timing offset for staggered firing
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var time_offset: float = index_from_center * stagger_offset
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var time_offset: float = index_from_center * weapon_data.stagger_offset
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# Calculate horizontal offset for this bullet (symmetrical: left=-ve, right=+ve)
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# Calculate horizontal offset for this bullet (symmetrical: left=-ve, right=+ve)
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var bullet_horizontal_offset: float = index_from_center * weapon_data.horizontal_offset
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var bullet_horizontal_offset: float = index_from_center * weapon_data.horizontal_offset
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@ -42,7 +38,7 @@ func shoot():
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bullet.time_offset = time_offset
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bullet.time_offset = time_offset
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bullet.fire_time = current_time + time_offset
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bullet.fire_time = current_time + time_offset
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# Set the bullet data (this is what was missing)
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# Set the bullet data
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bullet.set_weapon_data(weapon_data.bullet_scene, weapon_data)
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bullet.set_weapon_data(weapon_data.bullet_scene, weapon_data)
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# Subtract projectile spacing from current Player travel for next shot
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# Subtract projectile spacing from current Player travel for next shot
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@ -1,34 +1,20 @@
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class_name WeaponComponent extends Node
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class_name WeaponComponent extends Node
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enum WeaponType {
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@export var weapon_data: WeaponShot = null
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STOCK,
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@export var available_weapons: Array[WeaponShot] = []
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NONE,
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}
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@export_enum("STOCK", "NONE") var loaded_weapon: int = WeaponType.STOCK
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var _current_weapon_index: int = 0
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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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func get_bullet_scene() -> PackedScene:
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if loaded_weapon == WeaponType.STOCK:
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return weapon_data.bullet_scene if weapon_data else null
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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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func get_weapon_resource() -> Resource:
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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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func cycle_weapon() -> void:
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weapon_resource_path = "res://resources/player_weapon_resources/weapon_shot_stock.tres"
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if available_weapons.is_empty():
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data = load(weapon_resource_path)
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return
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return data
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else:
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return null
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_current_weapon_index = (_current_weapon_index + 1) % available_weapons.size()
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#var data : WeaponShot = load("res://resources/player_weapon_resources/weapon_shot_stock.tres")
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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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#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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