cirnogodot/Scripts/Resources/BulletScript.cs

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using System.Linq;
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using Cirno.Scripts.AttackPatterns;
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using Godot;
using Godot.Collections;
namespace Cirno.Scripts.Resources;
[GlobalClass]
public partial class BulletScript : Resource
{
[Export]
public Array<AttackPattern> Patterns { get; private set; }
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public BulletScriptMachine Make(Node2D parent)
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{
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return new BulletScriptMachine(parent, Patterns);
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}
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public class BulletScriptMachine(Node2D parent, Array<AttackPattern> patterns)
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{
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private int _currentPatternIndex = 0;
//private double _patternTimer;
private AttackPattern CurrentPattern => patterns[_currentPatternIndex];
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private IPatternMachine _currentPatternMachine;
public void Start()
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{
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if (patterns.Count == 0) return;
_currentPatternIndex = 0;
_currentPatternMachine = CurrentPattern.MakeMachine(parent);
_currentPatternMachine.Start();
}
public void UpdatePhase(double delta)
{
//_patternTimer += delta;
_currentPatternMachine.UpdatePattern(delta);
//CurrentPattern.UpdatePattern(delta);
if (!CurrentPattern.WaitForCompletion || _currentPatternMachine.IsComplete())
{
_currentPatternIndex = (_currentPatternIndex + 1) % patterns.Count;
_currentPatternMachine = CurrentPattern.MakeMachine(parent);
_currentPatternMachine.Start();
}
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}
}
}