Refactored weapon component to handle weapon swaping.

This commit is contained in:
Henry Faber 2026-06-17 02:55:40 +01:00
parent d041531716
commit e2cf516c90
6 changed files with 46 additions and 11 deletions

View file

@ -6,7 +6,7 @@
[ext_resource type="Script" uid="uid://dss0dbwr71y6m" path="res://scripts/input_component.gd" id="4_smehm"]
[ext_resource type="Texture2D" uid="uid://b0iavxi8vaxtj" path="res://graphics/ship_thrusters.png" id="5_qlg0r"]
[ext_resource type="Script" uid="uid://c0rikbakpcags" path="res://scripts/movement_component.gd" id="5_ur7pv"]
[ext_resource type="Script" uid="uid://bgd1hwindc2ui" path="res://scripts/shoot_component.gd" id="6_y4r1p"]
[ext_resource type="Script" uid="uid://suynuijl68qp" path="res://scripts/shoot_component.gd" id="6_y4r1p"]
[ext_resource type="Script" uid="uid://ylmao2ndp22y" path="res://scripts/weapon_component.gd" id="7_d2wvv"]
[sub_resource type="AtlasTexture" id="AtlasTexture_tuyoq"]

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@ -1,10 +1,8 @@
extends Area2D
@onready var bullet: PackedScene = load("res://scenes/player_weapons/weapon_stock.tscn")
@onready var shot_data: = load("res://resources/player_weapon_resources/weapon_shot_stock.tres")
# Data to be set externally when this bullet is instantiated
var bullet_scene: PackedScene = null
var shot_data: WeaponShot = null
# Time offset when this bullet was fired (relative to other bullets in the same shot)
var time_offset: float = 0.5
@ -38,3 +36,8 @@ func _on_visible_on_screen_notifier_2d_screen_exited():
# Set fire_time for the next shot (staggered firing)
var current_time = Time.get_ticks_msec() / 1000.0
fire_time = current_time + shot_data.stagger_offset
# Function to set the bullet data (called from parent scene)
func set_weapon_data(bullet_scene_param: PackedScene, shot_data_param: WeaponShot):
bullet_scene = bullet_scene_param
shot_data = shot_data_param

View file

@ -9,3 +9,7 @@ func update() -> void:
move_dir = Input.get_vector("left", "right", "up", "down")
shoot_pressed = Input.is_action_just_pressed("shoot")
shooting = Input.is_action_pressed("shoot")
# Development Keys
# Cycle Available Weapons

View file

@ -19,7 +19,7 @@ func shoot():
if total_projectiles > 0:
for b in range(total_projectiles):
var bullet_scene = weapon_data.bullet_scene
var bullet := bullet_scene.instantiate() as Node
var bullet := bullet_scene.instantiate() as Area2D
get_tree().root.add_child(bullet)
# Calculate index relative to center (0 = center, -1/+1 = first from center)
@ -42,5 +42,8 @@ func shoot():
bullet.time_offset = time_offset
bullet.fire_time = current_time + time_offset
# Set the bullet data (this is what was missing)
bullet.set_weapon_data(weapon_data.bullet_scene, weapon_data)
# Subtract projectile spacing from current Player travel for next shot
player.travel -= weapon_data.spacing

View file

@ -1 +1 @@
uid://bgd1hwindc2ui
uid://suynuijl68qp

View file

@ -1,9 +1,34 @@
class_name WeaponComponent extends Node
@export var loaded_weapon: PackedScene = load("res://scenes/player_weapons/weapon_stock.tscn")
var data : WeaponShot = load("res://resources/player_weapon_resources/weapon_shot_stock.tres")
enum WeaponType {
STOCK,
NONE,
}
@export_enum("STOCK", "NONE") var loaded_weapon: int = WeaponType.STOCK
var data: WeaponShot = load("res://resources/player_weapon_resources/weapon_shot_stock.tres")
func get_bullet_scene() -> PackedScene:
return data.weapon_shot # Reference to the Shot scene from the resource
if loaded_weapon == WeaponType.STOCK:
return preload("res://scenes/player_weapons/weapon_stock.tscn")
else:
return null
func get_weapon_resource() -> Resource:
var weapon_resource_path: String
if loaded_weapon == WeaponType.STOCK:
weapon_resource_path = "res://resources/player_weapon_resources/weapon_shot_stock.tres"
data = load(weapon_resource_path)
return data
else:
return null
#var data : WeaponShot = load("res://resources/player_weapon_resources/weapon_shot_stock.tres")
#func get_bullet_scene() -> PackedScene:
#return data.weapon_shot # Reference to the Shot scene from the resource