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extends Node3D
@export var grapple_distance: float = 10
@export var grapple_speed: float = 10
@export var fire_distance: float = 100
@export var fire_rate: float = 0.1
@export var ui_control: CanvasLayer
enum State {
NO_GRAPPLE,
FREE,
GRAPPLING
}
var current_state: State = State.FREE
var grapple_target: Vector3 = Vector3.ZERO
var bullet_inst = preload("res://prefabs/bullet.tscn")
var ammo: int = 100
var fire_timer: float = fire_rate
var interactable: Node3D = null
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
assert(ui_control != null)
func do_grapple() -> void:
if Input.is_action_just_pressed("attack") and current_state == State.FREE:
var space_state = get_world_3d().direct_space_state
var starting_pos = global_position
var ending_pos = starting_pos + grapple_distance * -global_transform.basis.z
var query = PhysicsRayQueryParameters3D.create(starting_pos, ending_pos)
query.collision_mask = 0x2
var result = space_state.intersect_ray(query)
if result:
grapple_target = result.position + global_transform.basis.z
current_state = State.GRAPPLING
if Input.is_action_just_released("attack") and current_state == State.GRAPPLING:
current_state = State.FREE
grapple_target = Vector3.ZERO
#print("State ", current_state, " ", grapple_target)
if current_state == State.GRAPPLING:
var dir_to_target = (grapple_target - global_position).normalized()
get_parent().local_velocity = dir_to_target * grapple_speed
func fire_weapon(delta: float) -> void:
if Input.is_action_pressed("attack") and ammo > 0 and fire_timer >= fire_rate:
var space_state = get_world_3d().direct_space_state
var starting_pos = global_position
var ending_pos = starting_pos + fire_distance * -global_transform.basis.z
var query = PhysicsRayQueryParameters3D.create(starting_pos, ending_pos)
var result = space_state.intersect_ray(query)
var end = ending_pos
if result:
if result.collider.has_method("on_hit"):
result.collider.on_hit(result.position)
end = result.position
var bullet: Node3D = bullet_inst.instantiate()
bullet.position = starting_pos
bullet.target = end
get_tree().get_root().add_child(bullet)
var up = Vector3.UP
if abs(global_transform.basis.z.y) > 0.99:
up = Vector3(0, 0, 1)
bullet.look_at(end, up)
ammo -= 1
fire_timer = 0
else:
fire_timer += delta
func do_interact() -> void:
if interactable != null and not ui_control.have_toast():
ui_control.set_toast("Press E to interact", 0)
elif interactable == null and not ui_control.have_toast():
ui_control.set_toast("", 0)
if Input.is_action_just_pressed("interact") and interactable != null:
if interactable.has_method("get_contents"):
var contents = interactable.get_contents()
if contents > 0:
ammo += contents
ui_control.set_toast("Got " + str(contents) + " ammo!", 1)
else:
ui_control.set_toast("Empty container", 1)
func _physics_process(delta: float) -> void:
do_grapple()
do_interact()
fire_weapon(delta)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(_delta: float) -> void:
pass
func _on_interactable_enter(body: Node3D) -> void:
interactable = body
func _on_interactable_exit(body: Node3D) -> void:
if interactable == body:
interactable = null
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