class_name WeaponComponent extends Node @export var weapon_data: WeaponShot = null @export var available_weapons: Array[WeaponShot] = [] var _current_weapon_index: int = 0 func _ready() -> void: # Set the default weapon to be stock, i.e. index 1 if weapon_data and not available_weapons.is_empty(): for i in range(available_weapons.size()): if available_weapons[i] == weapon_data: _current_weapon_index = i return func get_bullet_scene() -> PackedScene: return weapon_data.bullet_scene if weapon_data else null func get_weapon_resource() -> Resource: return weapon_data func select_weapon_by_name(name: String) -> bool: for i in range(available_weapons.size()): if available_weapons[i].shot_name == name: _current_weapon_index = i weapon_data = available_weapons[i] print("Switched to: ", name) return true return false func cycle_weapon() -> void: # Used for testing weapon cycling if available_weapons.is_empty(): return _current_weapon_index = (_current_weapon_index + 1) % available_weapons.size() weapon_data = available_weapons[_current_weapon_index] print("Switched to: ", weapon_data.shot_name)