#include "rifle.h" #include "scene/animation/animation_player.h" #include "wave_survival/player_body.h" #include "wave_survival/player_input.h" void Rifle::_bind_methods() {} void Rifle::queue_start_aim() { get_anim()->queue("hip_to_aim"); get_anim()->queue("aim"); } void Rifle::queue_stop_ads_anim() { if (run_requested()) { this->running = true; get_anim()->clear_queue(); get_anim()->queue("aim_to_run"); get_anim()->queue("run"); } else { get_anim()->queue("aim_to_hip"); get_anim()->queue("hip"); } } void Rifle::queue_start_run_anim() { this->running = true; get_anim()->clear_queue(); get_anim()->queue("hip_to_run"); get_anim()->queue("run"); } void Rifle::stop_run_anim() { this->running = false; get_anim()->clear_queue(); if (this->request_alt_mode) { get_anim()->play("run_to_aim", 0.0); get_anim()->queue("aim"); } else { get_anim()->play("run_to_hip", 0.0); get_anim()->queue("hip"); } } void Rifle::shoot() { if (get_anim()->get_queue().size() == 0 && get_anim()->get_current_animation() == "") { if (this->request_alt_mode) { get_anim()->queue("fire_aim"); } else if (get_anim()->get_current_animation() == "") { get_anim()->queue("fire_hip"); } } } void Rifle::play_equip_anim() { get_anim()->play("equip", 0.0); get_anim()->queue("hip"); } void Rifle::on_primary_fire(bool pressed) { if (pressed) { shoot(); } } void Rifle::on_alt_mode(bool alt_mode) { this->request_alt_mode = alt_mode; } void Rifle::on_animation_changed(String new_animation) { if (new_animation == "aim") { this->in_alt_mode = true; get_camera()->set_fov_factor(this->ads_factor); } else if (new_animation == "hip") { this->in_alt_mode = false; get_camera()->set_fov_factor(1.0); } else if (new_animation == "run") { get_camera()->set_fov_factor(this->run_factor); } print_line(vformat("playing %s", new_animation)); Vector queue{ get_anim()->get_queue() }; print_line(queue); } void Rifle::ready() { get_anim()->connect("current_animation_changed", callable_mp(this, &self_type::on_animation_changed)); get_input()->connect(PlayerInput::sig_primary_fire, callable_mp(this, &self_type::on_primary_fire)); get_input()->connect(PlayerInput::sig_alt_mode, callable_mp(this, &self_type::on_alt_mode)); play_equip_anim(); } void Rifle::process(double delta) { String const current{ get_anim()->get_current_animation() }; float const progress{ float(CLAMP(get_anim()->get_current_animation_position() / get_anim()->get_current_animation_length(), 0.0, 1.0)) }; if (current == "hip_to_aim") { get_camera()->set_fov_factor(Math::lerp(1.f, this->ads_factor, progress)); } else if (current == "aim_to_hip") { get_camera()->set_fov_factor(Math::lerp(this->ads_factor, 1.f, progress)); } else if (current == "aim_to_run") { get_camera()->set_fov_factor(Math::lerp(this->ads_factor, this->run_factor, progress)); } else if (current == "run_to_aim") { get_camera()->set_fov_factor(Math::lerp(this->run_factor, this->ads_factor, progress)); } else if (current == "hip_to_run") { get_camera()->set_fov_factor(Math::lerp(1.f, this->run_factor, progress)); } else if (current == "run_to_hip") { get_camera()->set_fov_factor(Math::lerp(this->run_factor, 1.f, progress)); } else if (this->request_alt_mode != this->in_alt_mode && current.is_empty()) { if (this->request_alt_mode) { queue_start_aim(); } else { queue_stop_ads_anim(); } } bool run_requested{ this->run_requested() }; if (this->running != run_requested) { if (run_requested) { queue_start_run_anim(); } else { stop_run_anim(); } } } void Rifle::_notification(int what) { if (Engine::get_singleton()->is_editor_hint()) { return; } switch (what) { default: return; case NOTIFICATION_READY: set_process(true); ready(); return; case NOTIFICATION_PROCESS: process(get_process_delta_time()); return; } } bool Rifle::allows_running() const { String const animation{ get_anim()->get_current_animation() }; return animation == "run" && !this->request_alt_mode; } bool Rifle::run_requested() const { return get_body()->get_wants_to_run() && !this->request_alt_mode; } void Rifle::notify_selected() { get_anim()->play("equip"); }