cirnogodot/Scripts/Resources/BulletScripts/BulletScript3D.cs

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using Cirno.Scripts.AttackPatterns;
using Godot;
using Godot.Collections;
namespace Cirno.Scripts.Resources.BulletScripts;
[GlobalClass]
[Tool]
public partial class BulletScript3D : Resource
{
[Export]
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public string Title { get; set; } = string.Empty;
[Export]
public string Description { get; set; } = string.Empty;
[Export]
public Array<AttackPattern> Patterns { get; set; } = new Array<AttackPattern>();
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public BulletScriptMachine Make(Node parent)
{
return new BulletScriptMachine(parent, Patterns);
}
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public class BulletScriptMachine(Node parent, Array<AttackPattern> patterns)
{
private int _currentPatternIndex = 0;
//private double _patternTimer;
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private AttackPattern CurrentPattern => patterns[_currentPatternIndex];
private IPatternMachine _currentPatternMachine;
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public void Start()
{
if (patterns.Count == 0) return;
_currentPatternIndex = 0;
_currentPatternMachine = CurrentPattern.MakeMachine(parent);
_currentPatternMachine.Start();
}
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public void UpdatePhase(double delta)
{
//_patternTimer += delta;
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_currentPatternMachine.UpdatePattern(delta);
//CurrentPattern.UpdatePattern(delta);
if (!CurrentPattern.WaitForCompletion || _currentPatternMachine.IsComplete())
{
_currentPatternIndex = (_currentPatternIndex + 1) % patterns.Count;
_currentPatternMachine = CurrentPattern.MakeMachine(parent);
_currentPatternMachine.Start();
}
}
}
}