extends Weapon class_name Gatling const BULLET_SCENE : PackedScene = preload("res://entities/mecha/weapons/gatling/bullet/bullet.tscn") var max_bullet_rate : float = 100. var min_bullet_rate : float = 1. var bullet_dispersion : float = 0.03 var bullet_rate := min_bullet_rate var bullet_acc = 0.1 var bullet_decc = 1. var time_shooting = 0. func process_fire(delta : float, mecha : Mecha, shoot : bool) -> bool: if shoot: bullet_rate = lerp( bullet_rate, max_bullet_rate, min(bullet_acc * delta, 1) ) else : bullet_rate = lerp( bullet_rate, min_bullet_rate, min(bullet_decc * delta, 1) ) time_shooting += delta if shoot: for i in range(roundi(bullet_rate * time_shooting)): time_shooting -= 1/bullet_rate shoot_bullet(mecha) else : time_shooting = 0. return shoot func shoot_bullet(mecha : Mecha,): var new_bullet : Bullet = BULLET_SCENE.instantiate() new_bullet.rotation.y = mecha.get_target_angle() new_bullet.position = mecha.get_projectile_spwan_point() mecha.add_recoil() add_child(new_bullet) new_bullet.rotation += Vector3( randf_range(-bullet_dispersion, bullet_dispersion), randf_range(-bullet_dispersion, bullet_dispersion), randf_range(-bullet_dispersion, bullet_dispersion) )