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2.2 KiB
GDScript

extends PU_Item
@onready var is_reachable := false
@onready var current_player:CharacterBody2D = null
@onready var controlling_player:CharacterBody2D
@onready var item_info = {
"item_name": item_name,
"item_description": item_description,
"item_type": item_type,
"item_clip_size": item_clip_size,
"item_ammo": item_ammo,
"item_cooldown": item_cooldown,
"item_texture": item_texture,
}
func _input(event):
if Input.is_action_pressed("interact") and is_reachable and current_player:
print("ITEM TYPE: ", item_type)
# if item_type == 0: # 0 is weapon
# print("Weapon!")
current_player.add_inventory_item(item_info)
print("Adding inventory item!")
cleanup.rpc()
@rpc("call_local", "any_peer")
func cleanup():
queue_free()
func use_item(player: CharacterBody2D):
controlling_player = player
print("PLAYER FACING!", player.player_facing)
var player_pos = controlling_player.get_position()
var nail = preload("res://PickupableObjects/NailGun/NailShot.tscn").instantiate()
var facing_vector = Vector2(0, -nail.nail_velocity)
var spawn_pos = player_pos + Vector2(0, -nail.spawn_offset)
nail.set_position(spawn_pos)
match controlling_player.player_facing:
"down":
nail.set_rotation(deg_to_rad(180))
facing_vector = Vector2(0, nail.nail_velocity)
spawn_pos = player_pos + Vector2(0, nail.spawn_offset)
"right":
nail.set_rotation(deg_to_rad(90))
facing_vector = Vector2(nail.nail_velocity, 0)
spawn_pos = player_pos + Vector2(nail.spawn_offset, 0)
"left":
nail.set_rotation(deg_to_rad(-90))
facing_vector = Vector2(-nail.nail_velocity, 0)
spawn_pos = player_pos + Vector2(-nail.spawn_offset, 0)
# spawn_item.set_position(spawn_pos)
nail.apply_central_impulse(facing_vector)
print("GET TREE: ", get_tree())
await get_tree().create_timer(nail.cleanup_time).timeout
nail.queue_free()
func _on_nail_gun_area_body_entered(body):
if body.is_in_group("player"):
current_player = body
is_reachable = true
current_player.set_context_label.rpc_id(current_player.get_multiplayer_authority(), "Pickup " + item_info.item_name + "?")
func _on_nail_gun_area_body_exited(body):
if body.is_in_group("player"):
current_player.set_context_label("")
current_player = null
is_reachable = false