buckshotroulette-decomp/DeathManager.gd

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GDScript3
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2024-01-20 12:17:43 +00:00
class_name DeathManager extends Node
@export var viewblocker : ColorRect
@export var speakersToDisable : Array[SpeakerController]
@export var animator_playerDefib : AnimationPlayer
@export var defibParent : Node3D
@export var speaker_playerDefib : AudioStreamPlayer2D
@export var cameraShaker : CameraShaker
@export var healthCounter : HealthCounter
@export var animator_shotgun : AnimationPlayer
@export var ejectManager_player : ShellEjectManager
@export var ejectManager_dealer : ShellEjectManager
@export var shotgunShooting : ShotgunShooting
@export var animator_dealer : AnimationPlayer
@export var speaker_crash : AudioStreamPlayer3D
@export var dealerAI : DealerIntelligence
@export var animator_dealerHands : AnimationPlayer
@export var shellLoader : ShellLoader
@export var scene_death : PackedScene
@export var savefile : SaveFileManager
@export var filter : FilterController
@export var animator_pp : AnimationPlayer
@export var speaker_heartbeat : AudioStreamPlayer2D
func _ready():
defibParent.visible = false
var shitIsFuckedUp = false
func Kill(who : String, trueDeath : bool, returningShotgun : bool):
var dealerKilledSelf = false
shitIsFuckedUp = false
match(who):
"player":
if (trueDeath):
pass
else:
await get_tree().create_timer(.08, false).timeout
viewblocker.visible = true
if (returningShotgun):
var addingDelay = false
animator_shotgun.play("RESET")
ejectManager_player.DeathEjection()
await get_tree().create_timer(2)
if (shotgunShooting.roundManager.health_opponent == 1 or shotgunShooting.roundManager.health_player == 1): addingDelay = true
#if (shellLoader.roundManager.shellSpawner.sequenceArray.size() != 0): shotgunShooting.delaying = true
if (shotgunShooting.roundManager.health_player == 1): shitIsFuckedUp = true
if (shotgunShooting.roundManager.health_player != 0): shotgunShooting.FinalizeShooting(shotgunShooting.playerCanGoAgain, false, true, addingDelay)
DisableSpeakers()
if (shotgunShooting.roundManager.health_player == 0):
shotgunShooting.roundManager.OutOfHealth("player")
return
await get_tree().create_timer(.4, false).timeout
speaker_playerDefib.play()
await get_tree().create_timer(.85, false).timeout
speaker_heartbeat.play()
animator_pp.play("revival brightness")
defibParent.visible = true
animator_playerDefib.play("RESET")
viewblocker.visible = false
filter.BeginPan(filter.lowPassMaxValue, filter.lowPassDefaultValue)
FadeInSpeakers()
cameraShaker.Shake()
await get_tree().create_timer(.6, false).timeout
animator_playerDefib.play("remove defib device")
await get_tree().create_timer(.4, false).timeout
await(healthCounter.UpdateDisplayRoutine(false, !shotgunShooting.playerCanGoAgain, false))
defibParent.visible = false
pass
"dealer":
if (trueDeath):
pass
else:
if (returningShotgun):
dealerKilledSelf = true
shotgunShooting.MainSlowDownRoutine("dealer", true)
animator_shotgun.play("enemy return shotgun self")
dealerAI.dealerHoldingShotgun = false
ejectManager_dealer.DeathEjection()
animator_dealer.play("dealer fly away")
animator_dealerHands.play("hide hands")
dealerAI.SwapDealerMesh()
shellLoader.shotgunHand_L.visible = false
shellLoader.shotgunHand_R.visible = false
shotgunShooting.roundManager.dealerAtTable = false
await get_tree().create_timer(.4, false).timeout
speaker_crash.play()
if (!dealerKilledSelf):
#player shot dealer. eject shell and end turn here.
shotgunShooting.ShootingDealerEjection(shotgunShooting.shellSpawner.sequenceArray[0], "dealer", false)
pass
await get_tree().create_timer(1.8, false).timeout
if(shotgunShooting.roundManager.health_opponent == 0):
shotgunShooting.roundManager.OutOfHealth("dealer")
healthCounter.UpdateDisplayRoutine(false, false, true)
return
if (shotgunShooting.roundManager.health_player == 0):
shotgunShooting.roundManager.OutOfHealth("player")
return
if (dealerKilledSelf): healthCounter.checkingPlayer = true
else: healthCounter.checkingPlayer = false
await(healthCounter.UpdateDisplayRoutine(false, true, false))
if (!shotgunShooting.roundManager.dealerCuffed):
animator_dealerHands.play("dealer hands on table")
shotgunShooting.roundManager.waitingForDealerReturn = true
else:
animator_dealerHands.play("dealer hands on table cuffed")
shotgunShooting.roundManager.waitingForReturn = true
animator_dealer.play("dealer return to table")
await get_tree().create_timer(2, false).timeout
if (dealerKilledSelf): dealerAI.EndDealerTurn(dealerAI.dealerCanGoAgain)
func MainDeathRoutine():
var loadingHeaven = false
if (shotgunShooting.roundManager.endless):
await get_tree().create_timer(.5, false).timeout
get_tree().change_scene_to_file("res://scenes/death.tscn")
return
if (shotgunShooting.roundManager.wireIsCut_player):
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shotgunShooting.roundManager.playerData.enteringFromTrueDeath = true
loadingHeaven = true
shotgunShooting.roundManager.playerData.playerEnteringFromDeath = true
savefile.SaveGame()
await get_tree().create_timer(.5, false).timeout
if (!loadingHeaven): get_tree().change_scene_to_file("res://scenes/death.tscn")
else: get_tree().change_scene_to_file("res://scenes/heaven.tscn")
pass
func DisableSpeakers():
for i in range(speakersToDisable.size()):
speakersToDisable[i].SnapVolume(false)
func FadeInSpeakers():
for i in range(speakersToDisable.size()):
speakersToDisable[i].fadeDuration = 3
speakersToDisable[i].FadeIn()
#if (i != 1):
# speakersToDisable[i].fadeDuration = 3
# speakersToDisable[i].FadeIn()
#else:
# speakersToDisable[i].SnapVolume(true)