facsimile-wing/scripts/weapon_component.gd
2026-06-28 01:45:11 +01:00

62 lines
2 KiB
GDScript

class_name WeaponComponent extends Node
@export var weapon_data: WeaponShot = null
@export var available_weapons: Array[WeaponShot] = []
@export var weapon_change_flash: BaseEffect = null
var _current_weapon_index: int = 0
@onready var effects_component: EffectComponent = %EffectsComponent
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 _emit_weapon_changed() -> void:
var ship: Sprite2D = get_parent().get_node("Ship")
var sprite_size = ship.get_rect().size
var origin_offset: Vector2 = weapon_data.origin if weapon_data else Vector2.ZERO
EventBus.weapon_changed.emit(weapon_data.shot_name, get_parent(), sprite_size, origin_offset)
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(weapon_name: String) -> bool:
for i in range(available_weapons.size()):
if available_weapons[i].shot_name == weapon_name:
_current_weapon_index = i
weapon_data = available_weapons[i]
print("Switched to: ", weapon_name)
_emit_weapon_changed()
_trigger_change_flash()
return true
return false
func _trigger_change_flash() -> void:
if weapon_change_flash and effects_component:
effects_component.apply_effect(weapon_change_flash)
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)
_emit_weapon_changed()
_trigger_change_flash()