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using Godot;
public partial class WeaponHolder : Node2D
{
[Export] public PackedScene[] WeaponScenes { get; set; }
private Weapon _currentWeapon;
public override void _Ready()
{
// Equip the first weapon automatically
EquipWeapon(0);
}
public void EquipWeapon(int index)
{
if (WeaponScenes == null || WeaponScenes.Length <= index || WeaponScenes[index] == null)
return;
if (_currentWeapon != null)
{
_currentWeapon.QueueFree();
}
_currentWeapon = WeaponScenes[index].Instantiate<Weapon>();
AddChild(_currentWeapon);
GD.Print($"WeaponHolder equipped weapon index: {index}");
}
public override void _UnhandledInput(InputEvent @event)
{
// Handle shooting
if (@event.IsActionPressed("shoot") && _currentWeapon != null)
{
_currentWeapon.Fire(GetGlobalMousePosition());
}
// Handle swapping
if (@event.IsActionPressed("weapon_1")) EquipWeapon(0);
else if (@event.IsActionPressed("weapon_2")) EquipWeapon(1);
}
}
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