feat: implementations of initial weapon inventory interface

This commit is contained in:
Sara 2025-07-15 23:01:28 +02:00
parent 6cdb2cbd4f
commit 6fa9d11af5
12 changed files with 126 additions and 11 deletions

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@ -1,6 +1,8 @@
#include "player_body.h"
#include "macros.h"
#include "player_input.h"
#include "weapon_base.h"
#include "weapon_inventory.h"
PlayerBody *PlayerBody::singleton_instance{ nullptr };
@ -13,6 +15,7 @@ void PlayerBody::ready() {
input->connect(PlayerInput::sig_look_input, callable_mp(this, &self_type::on_look_input));
input->connect(PlayerInput::sig_jump, callable_mp(this, &self_type::on_jump_input));
input->connect(PlayerInput::sig_run, callable_mp(this, &self_type::on_run_input));
this->weapons = cast_to<WeaponInventory>(get_node(NodePath("%WeaponInventory")));
}
void PlayerBody::process(double delta) {
@ -85,5 +88,5 @@ PlayerBody *PlayerBody::get_singleton() {
}
bool PlayerBody::get_is_running() const {
return this->try_running && this->movement_input.y > 0.f;
return this->try_running && this->movement_input.y > 0.f && this->weapons->get_current_weapon()->allows_running();
}

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@ -2,6 +2,7 @@
#define PLAYER_BODY_H
#include "scene/3d/physics/character_body_3d.h"
class WeaponInventory;
class PlayerBody : public CharacterBody3D {
GDCLASS(PlayerBody, CharacterBody3D);
@ -32,6 +33,8 @@ private:
float acceleration{ 40.f };
float jump_strength{ 3.5f };
Vector2 movement_input{};
WeaponInventory *weapons;
};
#endif // !PLAYER_BODY_H

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@ -5,6 +5,7 @@
#include "wave_survival/player_camera.h"
#include "wave_survival/player_input.h"
#include "wave_survival/weapon_base.h"
#include "wave_survival/weapon_inventory.h"
#include "wave_survival/weapons/rifle.h"
void initialize_wave_survival_module(ModuleInitializationLevel p_level) {
@ -16,6 +17,7 @@ void initialize_wave_survival_module(ModuleInitializationLevel p_level) {
GDREGISTER_CLASS(PlayerCamera);
GDREGISTER_RUNTIME_CLASS(WeaponBase);
GDREGISTER_CLASS(Rifle);
GDREGISTER_CLASS(WeaponInventory);
}
void uninitialize_wave_survival_module(ModuleInitializationLevel p_level) {

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@ -22,6 +22,10 @@ public:
void set_body(PlayerBody *body);
PlayerBody *get_body() const;
virtual bool allows_running() const { return true; }
virtual bool allows_jumping() const { return true; }
virtual void notify_selected() {}
private:
AnimationPlayer *anim{ nullptr };
PlayerCamera *camera{ nullptr };

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@ -1,10 +1,99 @@
#include "weapon_inventory.h"
#include "macros.h"
#include "weapon_base.h"
void WeaponInventory::_bind_methods() {}
void WeaponInventory::_bind_methods() {
BIND_HPROPERTY(Variant::OBJECT, fallback_weapon, PROPERTY_HINT_RESOURCE_TYPE, "PackedScene");
}
void WeaponInventory::on_switch_input() {
this->current = (this->current + 1) % 1;
this->select_weapon(this->weapons[this->current]);
}
void WeaponInventory::ready() {
// initialize the fallback weapon
this->weapon_parent = cast_to<Node3D>(get_node(NodePath("%PlayerCamera")));
if (this->fallback_weapon_scene.is_valid()) {
Node *fallback_as_node{ this->fallback_weapon_scene->instantiate() };
this->weapon_parent->add_child(fallback_as_node);
if ((this->fallback_weapon = cast_to<WeaponBase>(fallback_as_node))) {
this->select_weapon(this->fallback_weapon);
} else if(fallback_as_node != nullptr) {
fallback_as_node->queue_free();
}
}
if (this->fallback_weapon == nullptr) {
print_error("WeaponInventory::ready(): fallback weapon is invalid, expect unintended behaviour.");
}
}
void WeaponInventory::_notification(int what) {
if (Engine::get_singleton()->is_editor_hint()) {
return;
}
switch (what) {
default:
return;
case NOTIFICATION_READY:
ready();
return;
}
}
void WeaponInventory::set_fallback_weapon(Ref<PackedScene> scene) {
this->fallback_weapon_scene = scene;
}
Ref<PackedScene> WeaponInventory::get_fallback_weapon() const {
return this->fallback_weapon_scene;
}
void WeaponInventory::select_weapon(WeaponBase *new_weapon) {
if (new_weapon == nullptr) {
new_weapon = this->fallback_weapon;
}
if (this->current_weapon != nullptr) {
this->current_weapon->set_process_mode(PROCESS_MODE_DISABLED);
this->current_weapon->set_visible(false);
}
this->current_weapon = new_weapon;
if (new_weapon != nullptr) {
this->current_weapon->set_process_mode(PROCESS_MODE_PAUSABLE);
this->current_weapon->set_visible(true);
this->current_weapon->notify_selected();
if (new_weapon == this->weapons[0]) {
this->current = 0;
} else if (new_weapon == this->weapons[1]) {
this->current = 1;
} else {
print_error("WeaponInventory::select_weapon: Attempt to select weapon that is not in inventory");
}
}
}
WeaponBase *WeaponInventory::get_current_weapon() const {
return this->current_weapon;
}
void WeaponInventory::pickup_weapon(Ref<PackedScene> weapon_scene) {
Node *weapon_as_node{ weapon_scene->instantiate() };
if (WeaponBase *weapon{ cast_to<WeaponBase>(weapon_as_node) }) {
if (this->weapons[0] == nullptr) {
this->weapons[0] = weapon;
select_weapon(weapon);
return;
} else if (this->weapons[1] == nullptr) {
this->weapons[1] = weapon;
select_weapon(weapon);
return;
} else {
this->current_weapon->queue_free();
this->weapons[this->current] = weapon;
this->current_weapon = nullptr;
select_weapon(weapon);
}
} else if (weapon_as_node != nullptr) {
weapon_as_node->queue_free();
}
}

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@ -10,8 +10,9 @@ class WeaponInventory : public Node {
GDCLASS(WeaponInventory, Node);
static void _bind_methods();
void on_switch_input();
void stow_current_weapon();
void ready();
void select_weapon(WeaponBase *next);
protected:
void _notification(int what);
@ -19,15 +20,19 @@ public:
void set_fallback_weapon(Ref<PackedScene> scene);
Ref<PackedScene> get_fallback_weapon() const;
void select_weapon(WeaponBase *next);
WeaponBase *get_current_weapon() const;
void pickup_weapon(Ref<PackedScene> weapon_scene);
private:
Node3D *weapon_parent{ nullptr };
unsigned current{ 0 };
LocalVector<WeaponBase *> weapons{ nullptr, nullptr };
WeaponBase *current_weapon{ nullptr };
WeaponBase *fallback_weapon{ nullptr };
Ref<PackedScene> default_weapon_scene{};
Ref<PackedScene> fallback_weapon_scene{};
};
#endif // !WEAPON_INVENTORY_H

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@ -39,6 +39,8 @@ void Rifle::ready() {
get_anim()->animation_set_next("fire_aim", "aim");
get_anim()->animation_set_next("aim_to_hip", "RESET");
get_anim()->animation_set_next("fire_hip", "RESET");
get_anim()->animation_set_next("equip", "RESET");
get_anim()->play("equip");
}
void Rifle::process(double delta) {
@ -74,3 +76,12 @@ void Rifle::_notification(int what) {
return;
}
}
bool Rifle::allows_running() const {
String const animation{ get_anim()->get_current_animation() };
return animation.is_empty();
}
void Rifle::notify_selected() {
get_anim()->play("equip");
}

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@ -17,6 +17,9 @@ class Rifle : public WeaponBase {
public:
void _notification(int what);
virtual bool allows_running() const override;
virtual void notify_selected() override;
private:
float ads_factor{ 0.5f };
bool request_alt_mode{ false };

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@ -1,6 +1,4 @@
[gd_scene load_steps=3 format=3 uid="uid://snjgu4yp5swd"]
[ext_resource type="PackedScene" uid="uid://ce40pq785yoyi" path="res://objects/weapons/rifle.tscn" id="1_eqqp1"]
[gd_scene load_steps=2 format=3 uid="uid://snjgu4yp5swd"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_bxedw"]
@ -18,7 +16,4 @@ unique_name_in_owner = true
transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, 0, 1.60811, 0)
fov = 60.0
[node name="Rifle" parent="PlayerCamera" instance=ExtResource("1_eqqp1")]
[editable path="PlayerCamera/Rifle"]
[editable path="PlayerCamera/Rifle/rifle"]
[node name="WeaponInventory" type="WeaponInventory" parent="."]