cirnogodot/Scripts/Bullet.cs

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using Godot;
using System;
using System.Diagnostics;
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using Cirno.Scripts.Components;
using Cirno.Scripts.Resources;
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public partial class Bullet : Area2D
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{
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[Export]
public float Speed = 1900f;
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[Export]
public float Damage = 1f;
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[Export]
public BulletOwner Owner = BulletOwner.None;
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private Vector2 _direction = Vector2.Right;
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private double _elapsedTime = 0f;
private BulletInfo _bulletInfo;
public void Initialize(BulletInfo bulletInfo)
{
_bulletInfo = bulletInfo;
Position = bulletInfo.Position;
Owner = bulletInfo.Owner;
}
private void ApplyTimeModifiers()
{
foreach (var modifier in _bulletInfo.TimeModifiers)
{
if (modifier.Applied)
{
continue;
}
if (_elapsedTime >= modifier.TimeInSeconds)
{
switch (modifier.ModifierType)
{
case TimeModifierType.SpeedChange:
//_bulletInfo.Speed += modifier.Value;
Speed = modifier.Value;
break;
case TimeModifierType.RotationChange:
RotateBullet(modifier.Value);
//Rotation += Mathf.DegToRad(modifier.Value);
break;
case TimeModifierType.FacePlayer:
FacePlayer();
break;
}
modifier.Applied = true;
}
}
}
private void RotateBullet(float degrees)
{
float radians = Mathf.DegToRad(degrees);
_direction = _direction.Rotated(radians).Normalized(); // Rotate direction
}
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private void FacePlayer()
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{
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// TODO: cache player
var player = GetTree().GetFirstNodeInGroup("Player") as Node2D;
if (player != null)
{
_direction = (player.GlobalPosition - this.GlobalPosition).Normalized();
//LookAt(player.GlobalPosition);
}
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}
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//private void OnBodyEntered(Node body)
//{
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// When a body is entered, invoke the event and pass the collided body
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// BulletHit?.Invoke(body);
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// Then remove the bullet
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// QueueFree();
//}
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public void SetDirection(Vector2 direction)
{
var normalized = direction.Normalized();
_direction = normalized;
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//Debug.WriteLine($"Bullet Shot at direction {direction.X} {direction.Y}");
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}
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// Called every frame. 'delta' is the elapsed time since the previous frame.
public override void _Process(double delta)
{
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_elapsedTime += delta;
if (_bulletInfo != null)
{
ApplyTimeModifiers();
}
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this.Position += ((float)(Speed * delta) * _direction);
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}
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private void _on_visible_on_screen_notifier_2d_screen_exited()
{
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//Debug.WriteLine("Destroy bullet out of screen");
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QueueFree();
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}
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private void _on_body_entered(Node2D body)
{
if (body.IsInGroup("Solid"))
{
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//Debug.WriteLine("Collision");
QueueFree();
}
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//// Do not Collide with body for purpose of destroying bullets
// else if (body.IsInGroup("Destroyable"))
// {
// Debug.WriteLine("Collision with destroyable object body");
// QueueFree();
// }
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}
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private void _on_area_entered(Area2D area)
{
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if (area.IsInGroup("Solid"))
{
QueueFree();
return;
}
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if (area.IsInGroup("Destroyable") && area is IDestructible destructible)
{
//Debug.WriteLine("Collision with destroyable object area");
destructible.Hit(Damage);
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QueueFree();
}
}
}
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public enum BulletOwner
{
None,
Player,
Enemy
}