feat: added more settings to rifle
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parent
58e90780d5
commit
f02dbf44ac
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@ -1,10 +1,16 @@
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#include "rifle.h"
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#include "scene/animation/animation_player.h"
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#include "wave_survival/hitscan_muzzle.h"
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#include "wave_survival/macros.h"
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#include "wave_survival/player_body.h"
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#include "wave_survival/player_input.h"
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void Rifle::_bind_methods() {}
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void Rifle::_bind_methods() {
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BIND_PROPERTY(Variant::FLOAT, ads_factor);
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BIND_PROPERTY(Variant::FLOAT, run_factor);
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BIND_PROPERTY(Variant::FLOAT, recoil_force);
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BIND_PROPERTY(Variant::FLOAT, recoil_time);
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}
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void Rifle::queue_start_aim() {
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get_anim()->queue("hip_to_aim");
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@ -71,10 +77,6 @@ void Rifle::on_animation_changed(String new_animation) {
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} else if (new_animation == "run") {
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get_camera()->set_fov_factor(this->run_factor);
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}
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print_line(vformat("playing %s", new_animation));
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Vector<String> queue{ get_anim()->get_queue() };
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print_line(queue);
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}
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void Rifle::ready() {
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@ -169,3 +171,19 @@ void Rifle::set_run_factor(float value) {
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float Rifle::get_run_factor() const {
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return this->run_factor;
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}
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void Rifle::set_recoil_force(float value) {
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this->recoil_force = value;
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}
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float Rifle::get_recoil_force() const {
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return this->recoil_force;
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}
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void Rifle::set_recoil_time(float value) {
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this->recoil_time = value;
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}
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float Rifle::get_recoil_time() const {
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return this->recoil_time;
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}
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@ -30,12 +30,14 @@ public:
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virtual void notify_selected() override;
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bool is_animating() const;
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void set_recoil_radians(float value);
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float get_recoil_radians() const;
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void set_ads_factor(float value);
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float get_ads_factor() const;
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void set_run_factor(float value);
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float get_run_factor() const;
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void set_recoil_force(float value);
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float get_recoil_force() const;
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void set_recoil_time(float value);
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float get_recoil_time() const;
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private:
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float ads_factor{ 0.5f };
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