2025-02-14 19:35:13 +01:00
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using System;
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using Cirno.Scripts.Components;
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using Cirno.Scripts.Resources;
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using Godot;
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namespace Cirno.Scripts.Activables;
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public partial class BulletEmitter : Node2D, IActivable
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{
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[Export]
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public BulletResource BulletResource { get; set; }
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[Export]
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2025-02-23 20:00:01 +01:00
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public bool EmitOnStart { get; set; } = false;
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[Export]
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2025-03-14 23:04:59 +01:00
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public bool InvertSignal { get; private set; } = false;
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[Export]
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public float EmitCoolDown { get; private set; } = 0.2f;
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[Export] public float BurstCoolDown { get; private set; } = 2f;
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2025-02-14 19:35:13 +01:00
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[Export] public float Spread { get; set; } = 0f;
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2025-02-23 20:00:01 +01:00
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[Export] public int Count { get; set; } = 1;
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2025-02-14 19:35:13 +01:00
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2025-02-21 16:27:57 +01:00
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[Export] public float EmissionRotation { get; set; } = 0f;
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2025-03-14 23:04:59 +01:00
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[Export] public float RotationSpeed { get; private set; } = 0f;
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[Export] public int BulletsPerBurst { get; private set; } = 1;
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[Signal]
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public delegate void StateChangedEventHandler(bool isEmitting);
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2025-02-14 19:35:13 +01:00
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private BulletSpawner _bulletSpawner;
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2025-03-06 17:05:45 +01:00
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protected bool IsEmitting = false;
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2025-02-23 20:00:01 +01:00
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private double _emitTimer = 0f;
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2025-02-14 19:35:13 +01:00
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2025-03-14 23:04:59 +01:00
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private double _reloadTimer = 0f;
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private float _currentEmissionRotation = 0f;
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private int _currentBullets = 0;
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private bool _isReloading = false;
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2025-02-14 19:35:13 +01:00
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public override void _Ready()
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{
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_bulletSpawner = GetNode<BulletSpawner>("BulletSpawner");
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2025-03-14 23:04:59 +01:00
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_currentEmissionRotation = EmissionRotation;
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_currentBullets = BulletsPerBurst;
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2025-02-23 20:00:01 +01:00
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if (EmitOnStart)
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{
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2025-03-06 17:05:45 +01:00
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IsEmitting = true;
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CallDeferred(MethodName.Shoot);
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}
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2025-03-14 23:04:59 +01:00
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EmitSignal(SignalName.StateChanged, IsEmitting);
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}
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public override void _Process(double delta)
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{
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if (!IsEmitting) return;
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2025-03-14 23:04:59 +01:00
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if (_isReloading)
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{
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_reloadTimer += delta;
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if (_reloadTimer >= BurstCoolDown)
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{
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_currentBullets = BulletsPerBurst;
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_isReloading = false;
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_reloadTimer = 0f;
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}
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return;
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}
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2025-02-23 20:00:01 +01:00
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_emitTimer += delta;
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if (_emitTimer >= EmitCoolDown)
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{
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Shoot();
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_emitTimer = 0f;
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}
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2025-02-14 19:35:13 +01:00
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}
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2025-02-23 20:00:01 +01:00
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public void Shoot()
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{
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2025-03-14 23:04:59 +01:00
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_bulletSpawner.SpawnBullet(BulletResource.MakeBullet(this.GlobalPosition, Count, Spread, _currentEmissionRotation));
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_currentEmissionRotation += RotationSpeed;
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_currentBullets--;
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if (_currentBullets <= 0)
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{
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_isReloading = true;
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}
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2025-02-23 20:00:01 +01:00
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}
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2025-03-09 21:58:25 +01:00
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public bool Activate(ActivationType activationType = ActivationType.Toggle)
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2025-02-14 19:35:13 +01:00
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{
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switch (activationType)
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{
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case ActivationType.Open:
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case ActivationType.Enable:
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IsEmitting = !InvertSignal;
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_emitTimer = 0;
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2025-02-14 19:35:13 +01:00
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break;
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case ActivationType.Close:
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case ActivationType.Disable:
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IsEmitting = InvertSignal;
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_emitTimer = 0;
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break;
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case ActivationType.Use:
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case ActivationType.Toggle:
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IsEmitting = !IsEmitting;
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_emitTimer = 0;
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break;
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case ActivationType.Destroy:
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break;
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}
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2025-03-14 23:04:59 +01:00
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EmitSignal(SignalName.StateChanged, IsEmitting);
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2025-03-09 21:58:25 +01:00
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return true;
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2025-02-14 19:35:13 +01:00
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}
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2025-06-18 11:33:27 +02:00
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public void Toggle()
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{
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this.Activate();
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}
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2025-02-14 19:35:13 +01:00
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}
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