45 lines
1.4 KiB
GDScript
45 lines
1.4 KiB
GDScript
extends Spatial
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class_name Weapon
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var projectile: PackedScene
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var holder: Spatial
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var activate_efx = null
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var held_hand = "right"
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var activate_sound = preload("res://assets/audio/Sounds/SR_SBWPL.xx_reaperlev1.gzp.wav")
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var current_activate_animation_value: Vector2 = Vector2.ZERO
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var wanted_activate_animation_value: float = 0
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func setup(_holder: Spatial):
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holder = _holder
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func activate(_to: Vector3):
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activate_efx = preload("res://effects/anim_bow_charging.tscn").instance()
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activate_efx.get_node("AudioStreamPlayer3D").stream = activate_sound
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add_child(activate_efx)
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activate_efx.global_transform.origin = global_transform.origin
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wanted_activate_animation_value = 1
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func deactivate(to: Vector3):
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wanted_activate_animation_value = 0
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fire(to)
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func _process(delta):
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if is_visible_in_tree():
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current_activate_animation_value = current_activate_animation_value.linear_interpolate(Vector2(wanted_activate_animation_value, 0), delta * 10)
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holder.get_node("Reaper2/AnimationTree").set("parameters/blend_draw/blend_amount", current_activate_animation_value.x)
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func fire(to: Vector3):
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# deactivate
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if activate_efx:
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activate_efx.queue_free()
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# create projectile
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if projectile:
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var proj = projectile.instance()
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get_tree().root.add_child(proj)
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var transform = holder.transform
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transform.origin = global_transform.origin
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proj.create(transform, to, [holder])
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