feat: reloading withdraws ammo from inventory

This commit is contained in:
Sara 2025-08-10 16:37:02 +02:00
parent a2035e0db0
commit ed85b557a7
8 changed files with 92 additions and 17 deletions

View file

@ -4,6 +4,7 @@
#include "wave_survival/player_body.h"
#include "wave_survival/player_camera.h"
#include "wave_survival/player_input.h"
#include "wave_survival/weapon_inventory.h"
void Revolver::_bind_methods() {
ClassDB::bind_method(D_METHOD("start_recoil"), &self_type::start_recoil);
@ -51,9 +52,11 @@ void Revolver::stop_running() {
}
void Revolver::start_reloading() {
this->alt_active = false;
get_anim()->queue("double_to_reload");
get_anim()->queue("reload_one");
if (get_inventory()->get_pistol_ammo() > 0) {
this->alt_active = false;
get_anim()->queue("double_to_reload");
get_anim()->queue("reload_one");
}
}
void Revolver::play_equip_anim() {
@ -106,8 +109,9 @@ void Revolver::on_reload() {
void Revolver::on_animation_finished(String old_anim) {
if (old_anim == "reload_one" && get_anim()->get_queue().is_empty()) {
reload_num(1);
if (get_loaded_ammo() < get_max_ammo()) {
int const available{ get_inventory()->withdraw_pistol_ammo(1) };
reload_num(available);
if (available > 0 && get_loaded_ammo() < get_max_ammo()) {
get_anim()->queue("reload_one");
} else {
get_anim()->queue("reload_to_double");

View file

@ -4,12 +4,14 @@
#include "wave_survival/macros.h"
#include "wave_survival/player_body.h"
#include "wave_survival/player_input.h"
#include "wave_survival/weapon_inventory.h"
void Rifle::_bind_methods() {
BIND_PROPERTY(Variant::FLOAT, ads_factor);
BIND_PROPERTY(Variant::FLOAT, run_factor);
BIND_PROPERTY(Variant::FLOAT, recoil_force);
BIND_PROPERTY(Variant::FLOAT, recoil_time);
ClassDB::bind_method(D_METHOD("reload_full"), &self_type::reload_full);
}
void Rifle::queue_enter_alt() {
@ -53,7 +55,7 @@ void Rifle::shoot() {
}
void Rifle::start_reload_animation() {
if (!is_animating() && get_loaded_ammo() != get_max_ammo()) {
if (!is_animating() && get_loaded_ammo() < get_max_ammo() && get_inventory()->get_rifle_ammo() > 0) {
if (this->in_alt_mode) {
get_anim()->queue("aim_to_hip");
}
@ -181,6 +183,11 @@ void Rifle::notify_selected() {
play_equip_anim();
}
void Rifle::reload_full() {
int const available = get_inventory()->withdraw_rifle_ammo(get_max_ammo());
reload_num(available);
}
void Rifle::set_ads_factor(float value) {
this->ads_factor = value;
}

View file

@ -30,6 +30,7 @@ public:
virtual bool allows_running() const override;
bool run_requested() const;
virtual void notify_selected() override;
void reload_full();
void set_ads_factor(float value);
float get_ads_factor() const;