cirnogodot/Scripts/Weapons/LaserBullet3D.cs

404 lines
11 KiB
C#
Raw Normal View History

2026-01-31 10:23:10 +01:00
using Cirno.Scripts.Actors._3D;
using Cirno.Scripts.Components;
using Cirno.Scripts.Controllers;
using Cirno.Scripts.Utils;
using Godot;
2025-09-29 10:45:57 +02:00
2026-01-31 10:23:10 +01:00
namespace Cirno.Scripts.Weapons;
/// <summary>
/// Laser implementation that conforms to the IBullet interface.
/// Wraps the Laser class functionality to integrate with the bullet system.
/// </summary>
public partial class LaserBullet3D : Area3D, IBullet
2025-09-29 10:45:57 +02:00
{
2026-01-31 10:23:10 +01:00
private BulletInfo _bulletInfo;
public float Speed { get; set; }
public BulletOwner BulletOwner => _bulletInfo?.Owner ?? BulletOwner.None;
public float Damage => _bulletInfo?.Damage ?? 1;
public DamageType DamageType => _bulletInfo?.DamageType ?? DamageType.Neutral;
public BulletInfo BulletInfo => _bulletInfo;
public bool IsGrazed { get; set; }
public bool IsFrozen { get; private set; }
public bool Enabled { get; private set; }
private Vector2 _direction = Vector2.Right;
private double _elapsedTime;
private MeshInstance3D _mesh;
private CollisionShape3D _collision;
private RayCast3D _ray;
private ShaderMaterial _beamMaterial;
private float _currentRadius;
private Laser.LaserState _state = Laser.LaserState.Inactive;
private float _stateTimer;
private Vector3 _origin;
private Vector3 _laserDirection;
private float _currentLength;
[Signal]
public delegate void OnDestroyEventHandler();
[Signal]
public delegate void InitializedEventHandler();
public override void _Ready()
{
_mesh = GetNode<MeshInstance3D>("MeshInstance3D");
_collision = GetNode<CollisionShape3D>("CollisionShape3D");
_ray = GetNode<RayCast3D>("RayCast3D");
_beamMaterial = _mesh.MaterialOverride as ShaderMaterial;
}
public void Initialize(BulletInfo bulletInfo)
{
_bulletInfo = bulletInfo;
_elapsedTime = 0f;
_direction = bulletInfo.Direction.Normalized();
IsGrazed = false;
IsFrozen = false;
// Setup laser from direction
_origin = GlobalPosition;
_laserDirection = new Vector3(_direction.X, 0, _direction.Y).Normalized();
if (_bulletInfo.LaserConfig != null)
{
_ray.CollisionMask = _bulletInfo.LaserConfig.GeometryLayer;
}
ChangeCollisionStateDeferred(true);
StartLaser();
EmitSignal(SignalName.Initialized);
}
private void StartLaser()
{
_mesh.Scale = Vector3.One;
_collision.Scale = Vector3.One;
_stateTimer = 0f;
_state = _bulletInfo.LaserConfig.WarningDuration > 0
? Laser.LaserState.Warning
: Laser.LaserState.Expanding;
UpdateVisualOrientation();
SetRadius(_bulletInfo.LaserConfig.WarningRadius);
}
public void Enable()
{
Enabled = true;
Show();
if (_collision != null)
{
_collision.SetDeferred(CollisionShape3D.PropertyName.Disabled, false);
}
}
public void Disable(bool hideSprite = true)
{
Enabled = false;
if (hideSprite)
{
Hide();
}
if (_collision != null)
{
_collision.SetDeferred(CollisionShape3D.PropertyName.Disabled, true);
}
}
public void Graze()
{
if (!Enabled) return;
IsGrazed = true;
}
public void RotateBullet(float degrees)
{
float radians = Mathf.DegToRad(degrees);
_direction = _direction.Rotated(radians).Normalized();
_laserDirection = new Vector3(_direction.X, 0, _direction.Y).Normalized();
UpdateVisualOrientation();
}
public void RotateSpriteDegrees(float degrees)
{
// Lasers don't rotate sprite independently
RotateBullet(degrees);
}
public void RotateSprite(float radians)
{
// Lasers don't rotate sprite independently
RotateBullet(Mathf.RadToDeg(radians));
}
public void FacePlayer()
{
if (GameController.Instance.PlayerPosition.HasValue)
{
_direction = (GameController.Instance.PlayerPosition.Value.ToVector2() - GlobalPosition.ToVector2()).Normalized();
_laserDirection = new Vector3(_direction.X, 0, _direction.Y).Normalized();
UpdateVisualOrientation();
}
}
public void SetDirection(Vector2 direction)
{
_direction = direction.Normalized();
_laserDirection = new Vector3(_direction.X, 0, _direction.Y).Normalized();
UpdateVisualOrientation();
}
public bool CanHit(BulletOwner bulletOwner, BulletOwner targetGroup)
{
if (bulletOwner == BulletOwner.None || targetGroup == BulletOwner.None)
{
return true;
}
return bulletOwner != targetGroup;
}
public void RequestCollisionDestruction()
{
// Lasers typically don't get destroyed on collision
if (_bulletInfo.DestroyOnCollision)
{
Destroy();
}
}
public void Freeze()
{
IsFrozen = true;
EmitSignal(SignalName.OnDestroy);
PoolingManager.Instance.DisableBullet(this);
}
public override void _Process(double delta)
{
if (!Enabled) return;
_elapsedTime += delta;
if (_elapsedTime >= _bulletInfo.LifeTime)
{
Destroy();
return;
}
if (_state == Laser.LaserState.Finished)
return;
_stateTimer += (float)delta;
UpdateRaycast();
UpdateBeam();
switch (_state)
{
case Laser.LaserState.Warning:
if (_stateTimer >= _bulletInfo.LaserConfig.WarningDuration)
TransitionTo(Laser.LaserState.Expanding);
break;
case Laser.LaserState.Expanding:
HandleExpansion();
break;
case Laser.LaserState.Active:
if (_bulletInfo.LaserConfig.ActiveDuration >= 0 &&
_stateTimer >= _bulletInfo.LaserConfig.ActiveDuration)
TransitionTo(Laser.LaserState.Finished);
break;
}
}
private void TransitionTo(Laser.LaserState next)
{
_state = next;
_stateTimer = 0f;
switch (next)
{
case Laser.LaserState.Expanding:
if (_bulletInfo.LaserConfig.ExpansionDuration <= 0f)
{
SetRadius(_bulletInfo.LaserConfig.DamageRadius);
EnableCollision();
TransitionTo(Laser.LaserState.Active);
}
break;
case Laser.LaserState.Active:
EnableCollision();
SetRadius(_bulletInfo.LaserConfig.DamageRadius);
break;
case Laser.LaserState.Finished:
Destroy();
break;
}
}
private void HandleExpansion()
{
if (_stateTimer < _bulletInfo.LaserConfig.ExpansionDelay)
return;
var t = Mathf.Clamp(
(_stateTimer - _bulletInfo.LaserConfig.ExpansionDelay) /
Mathf.Max(_bulletInfo.LaserConfig.ExpansionDuration, 0.001f),
0f, 1f
);
var radius = Mathf.Lerp(_bulletInfo.LaserConfig.WarningRadius,
_bulletInfo.LaserConfig.DamageRadius, t);
SetRadius(radius);
if (t >= 1f)
TransitionTo(Laser.LaserState.Active);
}
private void UpdateRaycast()
{
_ray.TargetPosition = _laserDirection * _bulletInfo.LaserConfig.MaxLength;
_ray.ForceRaycastUpdate();
_currentLength = _ray.IsColliding()
? GlobalPosition.DistanceTo(_ray.GetCollisionPoint())
: _bulletInfo.LaserConfig.MaxLength;
}
private void UpdateVisualOrientation()
{
Basis look = Basis.LookingAt(_laserDirection, Vector3.Up);
Basis correction = new Basis(Vector3.Right, Mathf.Pi / 2f);
Basis finalBasis = look * correction;
_mesh.Basis = finalBasis;
_collision.Basis = finalBasis;
}
private void UpdateBeam()
{
if (_mesh.Mesh is CylinderMesh cyl)
cyl.Height = _currentLength;
if (_collision.Shape is CapsuleShape3D capsule)
capsule.Height = _currentLength;
Vector3 center = _origin + _laserDirection * (_currentLength * 0.5f);
Transform3D meshXform = _mesh.GlobalTransform;
meshXform.Origin = center;
_mesh.GlobalTransform = meshXform;
Transform3D colXform = _collision.GlobalTransform;
colXform.Origin = center;
_collision.GlobalTransform = colXform;
}
private void SetRadius(float radius)
{
_currentRadius = radius;
if (_mesh.Mesh is CylinderMesh cyl)
{
cyl.TopRadius = radius;
cyl.BottomRadius = radius;
}
if (_collision.Shape is CapsuleShape3D capsule)
capsule.Radius = radius;
UpdateMaterial();
}
private void EnableCollision()
{
ChangeCollisionStateDeferred(false);
}
private void ChangeCollisionStateDeferred(bool value)
{
_collision.SetDeferred(CollisionShape3D.PropertyName.Disabled, value);
}
private void UpdateMaterial()
{
if (_beamMaterial == null)
return;
_beamMaterial.SetShaderParameter("beam_length", _currentLength);
_beamMaterial.SetShaderParameter("beam_radius", _currentRadius);
switch (_state)
{
case Laser.LaserState.Warning:
_beamMaterial.SetShaderParameter("beam_color", new Color(1f, 1f, 0.2f));
_beamMaterial.SetShaderParameter("intensity", 0.5f);
break;
case Laser.LaserState.Active:
_beamMaterial.SetShaderParameter("beam_color", new Color(1f, 0.2f, 0.2f));
_beamMaterial.SetShaderParameter("intensity", 1.0f);
break;
}
}
public bool IsPointInsideBeam(Vector3 worldPoint)
{
if (_state != Laser.LaserState.Active)
return false;
Vector3 local = worldPoint - _origin;
float projection = local.Dot(_laserDirection);
if (projection < 0 || projection > _currentLength)
return false;
Vector3 closestPoint = _origin + _laserDirection * projection;
float distanceSq = worldPoint.DistanceSquaredTo(closestPoint);
float radius = _bulletInfo.LaserConfig.DamageRadius;
return distanceSq <= radius * radius;
}
private void _on_area_entered(Area3D area)
{
if (!Enabled || _state != Laser.LaserState.Active) return;
if (area.IsInGroup("Destroyable") && area is IDestructible destructible &&
CanHit(BulletOwner, destructible.BulletGroup))
{
destructible.Hit(Damage, DamageType);
RequestCollisionDestruction();
}
}
private void _on_body_entered(Node3D body)
{
if (!Enabled || _state != Laser.LaserState.Active) return;
if (body.IsInGroup("Destroyable") && body is IDestructible destructible &&
CanHit(BulletOwner, destructible.BulletGroup))
{
destructible.Hit(Damage, DamageType);
RequestCollisionDestruction();
}
}
private void Destroy()
{
EmitSignal(SignalName.OnDestroy);
PoolingManager.Instance.DisableBullet(this);
}
}