mirror of
https://github.com/thecatontheceiling/buckshotroulette-decomp.git
synced 2024-11-25 15:07:21 +00:00
02a761a64a
i have severe depression
215 lines
8.9 KiB
GDScript
215 lines
8.9 KiB
GDScript
class_name ShotgunShooting extends Node
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@export var ejectionManager_player : ShellEjectManager
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@export var cursorManager : CursorManager
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@export var shotgunIndicator : PickupIndicator
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@export var roundManager : RoundManager
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@export var shellSpawner : ShellSpawner
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@export var collider_shotgun : StaticBody3D
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@export var decisionText : DecisionTextManager
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@export var shotgunshaker : ObjectShaker
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@export var perm : PermissionManager
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@export var animator_shotgun : AnimationPlayer
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@export var camera : CameraManager
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@export var speaker_live : AudioStreamPlayer2D
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@export var speaker_blank : AudioStreamPlayer2D
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@export var healthCounter : HealthCounter
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@export var animator_muzzleFlash : AnimationPlayer
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@export var animator_muzzleFlash_model : AnimationPlayer
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@export var cameraShaker : CameraShaker
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@export var death : DeathManager
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@export var smoke : SmokeController
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@export var speakerArray_pitchShift : Array[SpeakerController]
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@export var speakerArray_pitchShift3D : Array[SpeakerController3D]
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@export var timescale : TimeScaleManager
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@export var splatters : Array[CompressedTexture2D]
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@export var mat_splatter : GeometryInstance3D
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@export var speaker_splatter : AudioStreamPlayer2D
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@export var anim_splatter : AnimationPlayer
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var playerCanGoAgain
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func GrabShotgun():
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perm.SetIndicators(false)
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perm.SetInteractionPermissions(false)
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perm.RevertDescriptionUI()
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ShotgunCollider(false)
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animator_shotgun.play("player grab shotgun")
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shotgunshaker.StartShaking()
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decisionText.SetUI(true)
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await get_tree().create_timer(.5, false).timeout
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var disablingDelayShit = false
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var dealerShotTrue = false
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func MainSlowDownRoutine(whoCopy : String, fromDealer : bool):
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var who = whoCopy
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var currentRoundInChamber = shellSpawner.sequenceArray[0]
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var healthAfterShot = 1
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if (!fromDealer):
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healthAfterShot = roundManager.health_opponent - roundManager.currentShotgunDamage
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if (healthAfterShot < 0): healthAfterShot = 0
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else: if(roundManager.health_opponent == 0): healthAfterShot = 0
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if (currentRoundInChamber == "live" && who == "dealer" && healthAfterShot == 0):
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#TIME SCALE SHIFT
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for i in range(speakerArray_pitchShift.size()):
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speakerArray_pitchShift[i].fadeDuration_pitch = timescale.pitchShiftDuration
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speakerArray_pitchShift[i].BeginPitchShift(speakerArray_pitchShift[i].lowestPitchValue, speakerArray_pitchShift[i].originalPitch)
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for i in range(speakerArray_pitchShift3D.size()):
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speakerArray_pitchShift3D[i].fadeDuration_pitch = timescale.pitchShiftDuration
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speakerArray_pitchShift3D[i].BeginPitchShift(speakerArray_pitchShift3D[i].lowestPitchValue, speakerArray_pitchShift3D[i].originalPitch)
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timescale.BeginTimeScaleLerp(.2, 1.0)
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BloodSplatter()
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func BloodSplatter():
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await get_tree().create_timer(.17, false).timeout
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speaker_splatter.pitch_scale = randf_range(.3, .5)
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speaker_splatter.play()
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anim_splatter.play("fade out")
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mat_splatter.material_override.set("albedo_texture", splatters[0])
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await get_tree().create_timer(.08, false).timeout
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mat_splatter.material_override.set("albedo_texture", splatters[1])
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await get_tree().create_timer(.08, false).timeout
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mat_splatter.material_override.set("albedo_texture", splatters[2])
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await get_tree().create_timer(.08, false).timeout
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mat_splatter.material_override.set("albedo_texture", splatters[3])
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pass
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func Shoot(who : String):
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dealerShotTrue = false
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disablingDelayShit = false
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playerCanGoAgain = false
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var playerDied = false
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var dealerShot = false
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ejectionManager_player.FadeOutShell()
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cursorManager.SetCursor(false, false)
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#CAMERA CONTROLS & ANIMATION DEPENDING ON WHO IS SHOT
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match(who):
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"self":
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await get_tree().create_timer(.25, false).timeout
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animator_shotgun.play("player shoot self")
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await get_tree().create_timer(.5, false).timeout
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camera.BeginLerp("enemy")
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"dealer":
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await get_tree().create_timer(.25, false).timeout
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animator_shotgun.play("player shoot dealer")
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await get_tree().create_timer(.5, false).timeout
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camera.BeginLerp("enemy")
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#PLAY CORRECT SOUND. ASSIGN CURRENT ROUND IN CHAMBER
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await get_tree().create_timer(2, false).timeout
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var currentRoundInChamber = shellSpawner.sequenceArray[0]
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MainSlowDownRoutine(who, false)
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if (who == "self"): whoshot = "player"
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else: whoshot = "dealer"
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PlayShootingSound()
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#SHAKE CAMERA
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if (currentRoundInChamber == "live"):
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smoke.SpawnSmoke("barrel")
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cameraShaker.Shake()
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#SUBTRACT HEALTH. ASSIGN PLAYER CAN GO AGAIN. RETURN IF DEAD
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if (currentRoundInChamber == "live" && who == "dealer"):
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roundManager.health_opponent -= roundManager.currentShotgunDamage
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if (roundManager.health_opponent < 0): roundManager.health_opponent = 0
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if (currentRoundInChamber == "live" && who == "self"):
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roundManager.waitingForHealthCheck2 = true
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if (shellSpawner.sequenceArray.size() == 1):
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whatTheFuck = true
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roundManager.waitingForDealerReturn = true
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healthCounter.playerShotSelf = true
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playerDied = true
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roundManager.health_player -= roundManager.currentShotgunDamage
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if (roundManager.health_player < 0): roundManager.health_player = 0
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playerCanGoAgain = false
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healthCounter.checkingPlayer = true
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await(death.Kill("player", false, true))
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if (currentRoundInChamber == "blank" && who == "self"): playerCanGoAgain = true
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if (currentRoundInChamber == "live" && who == "dealer"):
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playerCanGoAgain = false
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dealerShot = true
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dealerShotTrue = true
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await(death.Kill("dealer", false, false))
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if (playerDied): return
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if (dealerShot): return
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await get_tree().create_timer(.3, false).timeout
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#EJECTING SHELLS
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if (currentRoundInChamber == "blank" && who == "self"):
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animator_shotgun.play("player eject shell")
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await get_tree().create_timer(.85, false).timeout
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camera.BeginLerp("home")
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await get_tree().create_timer(1.35, false).timeout
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FinalizeShooting(playerCanGoAgain, true, false, false)
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return
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if (currentRoundInChamber == "blank" && who == "dealer"): disablingDelayShit = true
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ShootingDealerEjection(currentRoundInChamber, who, false)
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func ShootingDealerEjection(currentRoundInChamberCopy : String, whoCopy : String, hasDelay : bool):
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if ((currentRoundInChamberCopy == "blank" or currentRoundInChamberCopy == "live") && whoCopy == "dealer"):
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animator_shotgun.play("player eject shell2")
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await get_tree().create_timer(2, false).timeout
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if (hasDelay): await get_tree().create_timer(2.5, false).timeout
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if (!disablingDelayShit):
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FinalizeShooting(playerCanGoAgain, true, true, false)
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else:
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FinalizeShooting(playerCanGoAgain, true, false, false)
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var whatTheFuck = false
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var delaying = false
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var isPlayerSide = false
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func FinalizeShooting(playerCanGoAgain : bool, placeShotgunOnTable : bool, waitForRevival : bool, addDelay : bool):
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if(placeShotgunOnTable): animator_shotgun.play("player place on table after eject")
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shotgunshaker.StopShaking()
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#shellSpawner.sequenceArray.remove_at(0)
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await get_tree().create_timer(.6, false).timeout
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shotgunIndicator.Revert()
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ShotgunCollider(true)
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if (death.shitIsFuckedUp): await get_tree().create_timer(3, false).timeout
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if (waitForRevival): await get_tree().create_timer(2, false).timeout
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if (addDelay): await get_tree().create_timer(3, false).timeout
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if (delaying): await get_tree().create_timer(4, false).timeout
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if (whatTheFuck): await get_tree().create_timer(2, false).timeout
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whatTheFuck = false
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#delaying = false
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if (roundManager.shellSpawner.sequenceArray.size() == 0 && dealerShotTrue): await get_tree().create_timer(2, false).timeout
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#abc
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if ((roundManager.health_opponent <= 2 or roundManager.health_player <= 2) && roundManager.playerData.currentBatchIndex == 2 && !roundManager.endless):
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if (roundManager.health_opponent <= 2 && !roundManager.wireIsCut_dealer):
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await get_tree().create_timer(2, false).timeout
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if (roundManager.health_player <= 2 && !roundManager.wireIsCut_player):
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await get_tree().create_timer(2, false).timeout
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if(roundManager.health_opponent != 0): roundManager.EndTurn(playerCanGoAgain)
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func PlayShootingSound():
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var currentRoundInChamber = shellSpawner.sequenceArray[0]
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if (currentRoundInChamber == "live"):
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CheckIfFinalShot()
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speaker_live.play()
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roundManager.playerData.stat_shotsFired += 1
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animator_muzzleFlash.play("muzzle flash fire")
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animator_muzzleFlash_model.play("fire")
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else: speaker_blank.play()
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pass
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var fired = false
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var temphealth_dealer
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var temphealth_player
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var whoshot = ""
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func CheckIfFinalShot():
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temphealth_dealer = roundManager.health_opponent - roundManager.currentShotgunDamage
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temphealth_player = roundManager.health_player - roundManager.currentShotgunDamage
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if (!fired && roundManager.playerData.currentBatchIndex == 2 && !roundManager.endless):
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if (temphealth_player <= 2 && whoshot == "player"):
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roundManager.musicManager.EndTrack()
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fired = true
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if (temphealth_dealer <= 2 && whoshot == "dealer"):
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roundManager.musicManager.EndTrack()
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fired = true
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func ShotgunCollider(isEnabled : bool):
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if (isEnabled):
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collider_shotgun.collision_layer = 1
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collider_shotgun.collision_mask = 1
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else:
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collider_shotgun.collision_layer = 0
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collider_shotgun.collision_mask = 0
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