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pineapple-surf/player/OnHand.gd

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extends Node3D
enum GUN_STATE {
ACTIVE,
SWITCHING,
INACTIVE
}
var active_weapon: BaseWeapon
signal weapon_switched(weapon: BaseWeapon)
var player: Player:
get:
return player
set(p):
player = p
self._on_player_set(p)
var weapons: Array = [
# load("res://Player/Weapons/Arm.tscn").instantiate(),
# load("res://Player/Weapons/ak47.tscn").instantiate(),
]
func _ready() -> void:
self._switch_weapon(BaseWeapon.WeaponSlot.THREE)
func _process(delta: float) -> void:
pass
func _on_player_set(player: Player) -> void:
for weapon in weapons:
weapon.player = player
func _input(event: InputEvent) -> void:
if Input.is_action_just_pressed("slot1"):
_switch_weapon(BaseWeapon.WeaponSlot.ONE)
elif Input.is_action_just_pressed("slot2"):
_switch_weapon(BaseWeapon.WeaponSlot.TWO)
elif Input.is_action_just_pressed("slot3"):
_switch_weapon(BaseWeapon.WeaponSlot.THREE)
func _switch_weapon(slot: BaseWeapon.WeaponSlot):
# TODO: play anim ecc ecc
# Try to get the correct weapon per the given `slot`
for weapon in weapons:
if weapon.weaponSlot == slot:
# Remove active weapon
if active_weapon:
await active_weapon.on_switch_out()
remove_child(active_weapon)
# Add new weapon
add_child(weapon)
active_weapon = weapon
await active_weapon.on_switch_in()
emit_signal("weapon_switched", weapon)
break