cirnogodot/Scripts/Weapon.cs

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using Godot;
using System;
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using System.Diagnostics;
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using Cirno.Scripts;
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using Cirno.Scripts.Components;
using Cirno.Scripts.Resources;
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public partial class Weapon : Node2D
{
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[Export]
public WeaponResource WeaponData { get; set; }
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[Export]
public PackedScene BulletScene { get; set; }
[Export]
public Marker2D Muzzle { get; set; }
public int Ammo { get; set; } = 0;
public int LoadedAmmo { get; private set; }
public Vector2 ShootDirection { get; set; } = Vector2.Zero;
private Timer _cooldownTimer;
private Marker2D _muzzle;
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private Node2D _bulletsContainer;
private GameManager _gameManager;
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// Called when the node enters the scene tree for the first time.
public override void _Ready()
{
_muzzle = GetNode<Marker2D>("./Muzzle");
_cooldownTimer = GetNode<Timer>("./ShootTimer");
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_gameManager = GetNode<GameManager>("/root/GameScene");
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}
public void Reload()
{
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_cooldownTimer.Start(WeaponData.ReloadTime);
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if (WeaponData.InfiniteAmmo)
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{
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LoadedAmmo = WeaponData.BulletCapacity;
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}
else
{
// TODO: Calculate subtraction, etc
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LoadedAmmo = WeaponData.BulletCapacity;
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}
}
public void Shoot()
{
// Waiting on reload or Rate of Fire cooldown?
if (!_cooldownTimer.IsStopped())
{
return;
}
// Out of ammo?
if (LoadedAmmo <= 0)
{
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if (WeaponData.AutoReload)
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{
Reload();
}
return;
}
// TODO: Shoot at muzzle position, need to provide a way to turn it, on a radius?
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float halfSpread = WeaponData.SpreadAngle / 2f;
float spreadStep = WeaponData.BulletsPerShot > 1 ? WeaponData.SpreadAngle / (WeaponData.BulletsPerShot - 1) : 0;
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for (int i = 0; i < WeaponData.BulletsPerShot; i++)
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{
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// Calculate angle offset for this bullet
float spreadOffset = -halfSpread + (spreadStep * i);
// Rotate the ShootDirection by the spread angle
Vector2 spreadDirection = ShootDirection.Rotated(Mathf.DegToRad(spreadOffset));
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var bullet = this.CreateChildOf<Bullet>(_gameManager.BulletsContainer, WeaponData.BulletScene, _muzzle.GlobalPosition);
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if (bullet == null)
{
GD.PrintErr("Bullet is null, not shooting");
return;
};
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//bullet.SetDirection(ShootDirection);
bullet.SetDirection(spreadDirection);
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bullet.Speed = WeaponData.BulletSpeed;
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}
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LoadedAmmo -= 1;
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_cooldownTimer.Start(WeaponData.RateOfFire);
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}
}