cirnogodot/Scripts/Components/BulletSpawner.cs

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using System;
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using System.Collections.Generic;
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using Cirno.Scripts.Resources;
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using Godot;
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using Godot.Collections;
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namespace Cirno.Scripts.Components;
public partial class BulletSpawner : Node2D
{
[Export] public PackedScene BulletScene;
private GameManager _gameManager;
public override void _Ready()
{
_gameManager = GetNode<GameManager>("/root/GameScene");
}
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public void SpawnBullet(BulletInfo bulletInfo)
{
for (int i = 0; i < bulletInfo.BulletCount; i++)
{
var bullet = this.CreateChildOf<Bullet>(_gameManager.BulletsContainer, bulletInfo.BulletScene ?? BulletScene, bulletInfo.Position);
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bullet.Initialize(bulletInfo);
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//var bullet = BulletScene.Instantiate<Bullet>();
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//bullet.Position = bulletInfo.Position;
//bullet.Owner = bulletInfo.Owner;
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//bullet.Speed = speed;
float modifiedSpeed = bulletInfo.Modifier?.ModifySpeed(bulletInfo.Speed, i, bulletInfo.BulletCount) ?? bulletInfo.Speed;
bullet.Speed = modifiedSpeed;
Vector2 baseDirection = bulletInfo.Direction == Vector2.Zero ? Vector2.Right : bulletInfo.Direction.Normalized();
float baseAngle = Mathf.Atan2(baseDirection.Y, baseDirection.X);
//float angle = angleOffset + (360 / count) * i;
float angle = baseAngle + Mathf.DegToRad(bulletInfo.RotationOffset + (bulletInfo.Spread / bulletInfo.BulletCount) * i);
Vector2 bulletDirection = new Vector2(Mathf.Cos(angle), Mathf.Sin(angle));
//Vector2 bulletDirection = new Vector2(Mathf.Cos(Mathf.DegToRad(angle)), Mathf.Sin(Mathf.DegToRad(angle)));
bullet.SetDirection(bulletDirection);
//GetParent().AddChild(bullet);
}
}
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public void SpawnBullet(Vector2 position, Vector2 direction, float speed, BulletOwner owner, int count = 1, float angleOffset = 0, float spread = 0, PackedScene bulletScene = null, IBulletModifier modifier = null)
{
for (int i = 0; i < count; i++)
{
var bullet = this.CreateChildOf<Bullet>(_gameManager.BulletsContainer, bulletScene ?? BulletScene, position);
//var bullet = BulletScene.Instantiate<Bullet>();
bullet.Position = position;
bullet.Owner = owner;
//bullet.Speed = speed;
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float modifiedSpeed = modifier?.ModifySpeed(speed, i, count) ?? speed;
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bullet.Speed = modifiedSpeed;
Vector2 baseDirection = direction == Vector2.Zero ? Vector2.Right : direction.Normalized();
float baseAngle = Mathf.Atan2(baseDirection.Y, baseDirection.X);
//float angle = angleOffset + (360 / count) * i;
float angle = baseAngle + Mathf.DegToRad(angleOffset + (spread / count) * i);
Vector2 bulletDirection = new Vector2(Mathf.Cos(angle), Mathf.Sin(angle));
//Vector2 bulletDirection = new Vector2(Mathf.Cos(Mathf.DegToRad(angle)), Mathf.Sin(Mathf.DegToRad(angle)));
bullet.SetDirection(bulletDirection);
//GetParent().AddChild(bullet);
}
}
public void SpawnTargetedBullet(Vector2 position, Vector2 target, float speed, BulletOwner owner, PackedScene bulletScene = null, int burstCount = 1, float spread = 0, IBulletModifier modifier = null)
{
Vector2 direction = (target - position).Normalized();
SpawnBullet(position, direction, speed, owner, burstCount, spread: spread, bulletScene: bulletScene, modifier: modifier);
}
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[Obsolete]
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public void SpawnSpiralPattern(Vector2 position, float speed, BulletOwner owner, int bulletCount, float rotationSpeed, double time, float spread, PackedScene bulletScene = null)
{
float angleOffset = (float)(rotationSpeed * time);
SpawnBullet(position, Vector2.Right, speed, owner, bulletCount, angleOffset, spread, bulletScene: bulletScene);
}
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}
public class BulletInfo
{
public Vector2 Position { get; set; }
public Vector2 Direction { get; set; }
public float Speed { get; set; }
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public float LifeTime { get; set; }
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public BulletOwner Owner { get; set; }
public int BulletCount { get; set; }
public float RotationSpeed { get; set; }
public float RotationOffset { get; set; }
//public double Time { get; set; }
public float Spread { get; set; }
public PackedScene BulletScene { get; set; }
public IBulletModifier Modifier { get; set; }
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public List<TimeModifier> TimeModifiers { get; set; } = new List<TimeModifier>();
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}