feat: replace 'fallback weapon' with 'starting weapon'
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a93e79cd1c
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01b69df872
12 changed files with 233 additions and 57 deletions
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@ -3,7 +3,7 @@
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#include "weapon_base.h"
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void WeaponInventory::_bind_methods() {
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BIND_HPROPERTY(Variant::OBJECT, fallback_weapon, PROPERTY_HINT_RESOURCE_TYPE, "PackedScene");
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BIND_HPROPERTY(Variant::OBJECT, starting_weapon, PROPERTY_HINT_RESOURCE_TYPE, "PackedScene");
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}
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void WeaponInventory::on_switch_input() {
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@ -12,20 +12,8 @@ void WeaponInventory::on_switch_input() {
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}
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void WeaponInventory::ready() {
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// initialize the fallback weapon
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callable_mp(this, &self_type::pickup_weapon).call_deferred(this->starting_weapon);
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this->weapon_parent = cast_to<Node3D>(get_node(NodePath("%PlayerCamera")));
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if (this->fallback_weapon_scene.is_valid()) {
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Node *fallback_as_node{ this->fallback_weapon_scene->instantiate() };
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this->weapon_parent->add_child(fallback_as_node);
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if ((this->fallback_weapon = cast_to<WeaponBase>(fallback_as_node))) {
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this->select_weapon(this->fallback_weapon);
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} else if (fallback_as_node != nullptr) {
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fallback_as_node->queue_free();
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}
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}
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if (this->fallback_weapon == nullptr) {
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print_error("WeaponInventory::ready(): fallback weapon is invalid, expect unintended behaviour.");
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}
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}
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void WeaponInventory::_notification(int what) {
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@ -41,34 +29,28 @@ void WeaponInventory::_notification(int what) {
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}
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}
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void WeaponInventory::set_fallback_weapon(Ref<PackedScene> scene) {
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this->fallback_weapon_scene = scene;
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}
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Ref<PackedScene> WeaponInventory::get_fallback_weapon() const {
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return this->fallback_weapon_scene;
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}
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void WeaponInventory::select_weapon(WeaponBase *new_weapon) {
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if (new_weapon == nullptr) {
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new_weapon = this->fallback_weapon;
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print_error("WeaponInventory::select_weapon: Weapon invalid, returning before taking any action.");
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return;
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}
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if (new_weapon == this->weapons[0]) {
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this->current = 0;
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} else if (new_weapon == this->weapons[1]) {
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this->current = 1;
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} else {
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print_error("WeaponInventory::select_weapon: Attempt to select weapon that is not in inventory. Exiting with no current weapon.");
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return;
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}
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if (this->current_weapon != nullptr) {
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this->current_weapon->set_process_mode(PROCESS_MODE_DISABLED);
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this->current_weapon->set_visible(false);
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}
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this->current_weapon = new_weapon;
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if (new_weapon != nullptr) {
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if (this->current_weapon != nullptr) {
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this->current_weapon->set_process_mode(PROCESS_MODE_PAUSABLE);
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this->current_weapon->set_visible(true);
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this->current_weapon->notify_selected();
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if (new_weapon == this->weapons[0]) {
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this->current = 0;
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} else if (new_weapon == this->weapons[1]) {
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this->current = 1;
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} else {
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print_error("WeaponInventory::select_weapon: Attempt to select weapon that is not in inventory");
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}
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}
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}
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@ -77,8 +59,14 @@ WeaponBase *WeaponInventory::get_current_weapon() const {
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}
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void WeaponInventory::pickup_weapon(Ref<PackedScene> weapon_scene) {
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if (!weapon_scene.is_valid()) {
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print_error("WeaponInventory::pickup_weapon: passed weapon scene");
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return;
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}
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Node *weapon_as_node{ weapon_scene->instantiate() };
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if (WeaponBase * weapon{ cast_to<WeaponBase>(weapon_as_node) }) {
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this->weapon_parent->add_child(weapon_as_node);
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// Where to put the new weapon, consider empty slot 1, then empty slot 2, then replace current.
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if (this->weapons[0] == nullptr) {
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this->weapons[0] = weapon;
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select_weapon(weapon);
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@ -88,12 +76,27 @@ void WeaponInventory::pickup_weapon(Ref<PackedScene> weapon_scene) {
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select_weapon(weapon);
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return;
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} else {
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this->current_weapon->queue_free();
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// replace current weapon, assign the slot
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this->weapons[this->current] = weapon;
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// free the current weapon
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this->current_weapon->queue_free();
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// set the point to null, so select_weapon will skip dropping the current weapon.
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this->current_weapon = nullptr;
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// equip new weapon
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select_weapon(weapon);
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}
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} else if (weapon_as_node != nullptr) {
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print_error(vformat("WeaponInventory::pickup_weapon: weapon scene '%s' instantiated a node of type '%s', which does not inherit from 'WeaponBase'", weapon_scene->get_path(), weapon_as_node->get_class()));
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weapon_as_node->queue_free();
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} else {
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print_error(vformat("WeaponInventory::pickup_weapon: passed weapon scene '%s' did not instantiate a valid node", weapon_scene->get_path()));
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}
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}
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void WeaponInventory::set_starting_weapon(Ref<PackedScene> scene) {
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this->starting_weapon = scene;
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}
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Ref<PackedScene> WeaponInventory::get_starting_weapon() const {
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return this->starting_weapon;
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}
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