2025-02-09 11:48:30 +01:00
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using System.Collections.Generic;
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using System.Linq;
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using Cirno.Scripts.Actors;
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2025-02-05 19:41:49 +01:00
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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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2025-02-09 11:48:30 +01:00
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using Godot.Collections;
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2025-02-05 19:41:49 +01:00
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namespace Cirno.Scripts.AttackPatterns;
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[GlobalClass]
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public partial class SpiralPattern : AttackPattern
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{
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[Export] public PackedScene BulletScene;
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[Export] private float bulletSpeed = 5f;
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[Export] private int bulletCount = 16;
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2025-02-09 09:37:43 +01:00
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[Export] private float rotationSpeed = 0f;
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[Export] private float _rotationOffset = 0f;
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2025-02-05 19:41:49 +01:00
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[Export] private float duration = 5f;
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[Export] private float burstInterval = 0.5f;
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[Export] private float spread = 360f;
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[Export] private BulletOwner owner = BulletOwner.Enemy;
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2025-02-11 19:00:01 +01:00
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[Export] private DamageType _damageType = DamageType.Neutral;
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[Export] private float _bulletDamage = 1f;
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[Export] private Resource _modifier;
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[Export] private Array<Resource> _timeModifiers;
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2025-02-12 16:51:00 +01:00
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[Export] private bool _targetPlayer = false;
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2025-02-05 19:41:49 +01:00
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private double timer;
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private double burstTimer;
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private BulletSpawner spawner;
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2025-02-12 16:51:00 +01:00
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private GameManager _gameManager;
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2025-02-05 19:41:49 +01:00
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public override void Start(Boss boss)
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{
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Boss = boss;
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timer = 0;
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burstTimer = burstInterval; // start immediately
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spawner = boss.GetNode<BulletSpawner>("BulletSpawner");
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}
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public override void UpdatePattern(double delta)
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{
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timer += delta;
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burstTimer += delta;
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if (timer < duration && burstTimer >= burstInterval)
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{
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float angleOffset = _rotationOffset + (float)(rotationSpeed * timer);
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Vector2 direction = Vector2.Right;
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;
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if (_targetPlayer && Boss.GameManager.PlayerPosition.HasValue)
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{
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direction = (Boss.GameManager.PlayerPosition.Value - Boss.GlobalPosition).Normalized();
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}
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2025-02-09 09:37:43 +01:00
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spawner.SpawnBullet(new BulletInfo()
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{
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Position = Boss.GlobalPosition,
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Direction = direction,
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Speed = bulletSpeed,
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Owner = owner,
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DamageType = _damageType,
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Damage = _bulletDamage,
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BulletCount = bulletCount,
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Spread = spread,
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BulletScene = BulletScene,
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RotationOffset = angleOffset,
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Modifier = _modifier as IBulletModifier,
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TimeModifiers = _timeModifiers?.Where(mod => mod is TimeModifier).Cast<TimeModifier>().ToList() ?? new List<TimeModifier>()
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});
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// spawner.SpawnSpiralPattern(Boss.GlobalPosition, bulletSpeed, owner, bulletCount, rotationSpeed, timer, spread, BulletScene);
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burstTimer = 0;
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}
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}
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public override bool IsComplete()
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{
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return timer >= duration;
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}
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}
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