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New Modifier
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18 changed files with 423 additions and 45 deletions
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@ -11,11 +11,13 @@ public partial class SpiralPattern : AttackPattern
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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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[Export] private float rotationSpeed = 90f;
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[Export] private float rotationSpeed = 0f;
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[Export] private float _rotationOffset = 0f;
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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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[Export] private Resource _modifier;
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private double timer;
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private double burstTimer;
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@ -35,7 +37,22 @@ public partial class SpiralPattern : AttackPattern
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burstTimer += delta;
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if (timer < duration && burstTimer >= burstInterval)
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{
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spawner.SpawnSpiralPattern(Boss.GlobalPosition, bulletSpeed, owner, bulletCount, rotationSpeed, timer, spread, BulletScene);
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float angleOffset = (float)(rotationSpeed * timer);
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spawner.SpawnBullet(new BulletInfo()
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{
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Position = Boss.GlobalPosition,
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Direction = Vector2.Right,
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Speed = bulletSpeed,
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Owner = owner,
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BulletCount = bulletCount,
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Spread = spread,
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BulletScene = BulletScene,
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RotationOffset = _rotationOffset,
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Modifier = _modifier as IBulletModifier,
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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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@ -1,4 +1,5 @@
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using Cirno.Scripts.Resources;
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using System;
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using Cirno.Scripts.Resources;
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using Godot;
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namespace Cirno.Scripts.Components;
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@ -12,6 +13,32 @@ public partial class BulletSpawner : Node2D
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{
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_gameManager = GetNode<GameManager>("/root/GameScene");
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}
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public void SpawnBullet(BulletInfo bulletInfo)
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{
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for (int i = 0; i < bulletInfo.BulletCount; i++)
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{
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var bullet = this.CreateChildOf<Bullet>(_gameManager.BulletsContainer, bulletInfo.BulletScene ?? BulletScene, bulletInfo.Position);
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//var bullet = BulletScene.Instantiate<Bullet>();
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bullet.Position = bulletInfo.Position;
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bullet.Owner = bulletInfo.Owner;
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//bullet.Speed = speed;
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float modifiedSpeed = bulletInfo.Modifier?.ModifySpeed(bulletInfo.Speed, i, bulletInfo.BulletCount) ?? bulletInfo.Speed;
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bullet.Speed = modifiedSpeed;
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Vector2 baseDirection = bulletInfo.Direction == Vector2.Zero ? Vector2.Right : bulletInfo.Direction.Normalized();
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float baseAngle = Mathf.Atan2(baseDirection.Y, baseDirection.X);
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//float angle = angleOffset + (360 / count) * i;
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float angle = baseAngle + Mathf.DegToRad(bulletInfo.RotationOffset + (bulletInfo.Spread / bulletInfo.BulletCount) * i);
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Vector2 bulletDirection = new Vector2(Mathf.Cos(angle), Mathf.Sin(angle));
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//Vector2 bulletDirection = new Vector2(Mathf.Cos(Mathf.DegToRad(angle)), Mathf.Sin(Mathf.DegToRad(angle)));
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bullet.SetDirection(bulletDirection);
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//GetParent().AddChild(bullet);
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}
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}
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public void SpawnBullet(Vector2 position, Vector2 direction, float speed, BulletOwner owner, int count = 1, float angleOffset = 0, float spread = 0, PackedScene bulletScene = null, IBulletModifier modifier = null)
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{
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@ -24,7 +51,7 @@ public partial class BulletSpawner : Node2D
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bullet.Owner = owner;
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//bullet.Speed = speed;
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float modifiedSpeed = modifier?.ModifySpeed(speed, i) ?? speed;
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float modifiedSpeed = modifier?.ModifySpeed(speed, i, count) ?? speed;
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bullet.Speed = modifiedSpeed;
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Vector2 baseDirection = direction == Vector2.Zero ? Vector2.Right : direction.Normalized();
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@ -44,10 +71,26 @@ public partial class BulletSpawner : Node2D
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Vector2 direction = (target - position).Normalized();
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SpawnBullet(position, direction, speed, owner, burstCount, spread: spread, bulletScene: bulletScene, modifier: modifier);
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}
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[Obsolete]
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public void SpawnSpiralPattern(Vector2 position, float speed, BulletOwner owner, int bulletCount, float rotationSpeed, double time, float spread, PackedScene bulletScene = null)
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{
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float angleOffset = (float)(rotationSpeed * time);
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SpawnBullet(position, Vector2.Right, speed, owner, bulletCount, angleOffset, spread, bulletScene: bulletScene);
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}
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}
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public class BulletInfo
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{
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public Vector2 Position { get; set; }
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public Vector2 Direction { get; set; }
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public float Speed { get; set; }
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public BulletOwner Owner { get; set; }
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public int BulletCount { get; set; }
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public float RotationSpeed { get; set; }
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public float RotationOffset { get; set; }
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//public double Time { get; set; }
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public float Spread { get; set; }
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public PackedScene BulletScene { get; set; }
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public IBulletModifier Modifier { get; set; }
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}
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@ -7,7 +7,7 @@ public partial class DecreasingSpeedModifier : Resource, IBulletModifier
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{
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[Export] private float decreaseRate = 0.1f;
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public float ModifySpeed(float baseSpeed, int bulletIndex)
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public float ModifySpeed(float baseSpeed, int bulletIndex, int totalBullets)
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{
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return Mathf.Max(0, baseSpeed - (decreaseRate * bulletIndex));
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}
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@ -2,5 +2,5 @@
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public interface IBulletModifier
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{
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float ModifySpeed(float baseSpeed, int bulletIndex);
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float ModifySpeed(float baseSpeed, int bulletIndex, int totalBullets);
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}
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152
Scripts/Resources/SpeedModifier.cs
Normal file
152
Scripts/Resources/SpeedModifier.cs
Normal file
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@ -0,0 +1,152 @@
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using Godot;
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namespace Cirno.Scripts.Resources;
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[GlobalClass]
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public partial class SpeedModifier : Resource, IBulletModifier
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{
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[Export] public SpeedModifierType ModifierType;
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[Export] public EasingType Easing;
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[Export] public bool Invert = false;
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[Export] public float MinimumSpeed = 10f;
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[Export] public float ScalingFactor = 10.0f;
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public float ModifySpeed(float baseSpeed, int bulletIndex, int totalBullets)
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{
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if (totalBullets <= 1)
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return baseSpeed;
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float t = (float)bulletIndex / (totalBullets - 1); // Normalize to [0,1]
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t = ApplyEasing(t);
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return Mathf.Lerp(MinimumSpeed, baseSpeed, t);
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}
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private float ApplyEasing(float t)
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{
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switch (ModifierType)
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{
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case SpeedModifierType.Linear:
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return t;
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case SpeedModifierType.Quad:
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return Easing == EasingType.In ? t * t : Easing == EasingType.Out ? 1 - (1 - t) * (1 - t) : (t < 0.5f ? 2 * t * t : 1 - Mathf.Pow(-2 * t + 2, 2) / 2);
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case SpeedModifierType.Sine:
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return Easing == EasingType.In ? 1 - Mathf.Cos((t * Mathf.Pi) / 2) : Easing == EasingType.Out ? Mathf.Sin((t * Mathf.Pi) / 2) : -(Mathf.Cos(Mathf.Pi * t) - 1) / 2;
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case SpeedModifierType.Exponential:
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return Easing == EasingType.In ? Mathf.Pow(2, 10 * (t - 1)) : Easing == EasingType.Out ? 1 - Mathf.Pow(2, -10 * t) : (t < 0.5f ? Mathf.Pow(2, 10 * (2 * t - 1)) / 2 : (2 - Mathf.Pow(2, -10 * (2 * t - 1))) / 2);
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case SpeedModifierType.Quint:
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return Easing == EasingType.In ? t * t * t * t * t : Easing == EasingType.Out ? 1 - Mathf.Pow(1 - t, 5) : (t < 0.5f ? 16 * t * t * t * t * t : 1 - Mathf.Pow(-2 * t + 2, 5) / 2);
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case SpeedModifierType.Circ:
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return Easing == EasingType.In ? 1 - Mathf.Sqrt(1 - t * t) : Easing == EasingType.Out ? Mathf.Sqrt(1 - Mathf.Pow(t - 1, 2)) : (t < 0.5f ? (1 - Mathf.Sqrt(1 - 4 * t * t)) / 2 : (Mathf.Sqrt(1 - Mathf.Pow(-2 * t + 2, 2)) + 1) / 2);
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case SpeedModifierType.Cubic:
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return Easing == EasingType.In ? t * t * t : Easing == EasingType.Out ? 1 - Mathf.Pow(1 - t, 3) : (t < 0.5f ? 4 * t * t * t : 1 - Mathf.Pow(-2 * t + 2, 3) / 2);
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case SpeedModifierType.Quart:
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return Easing == EasingType.In ? t * t * t * t : Easing == EasingType.Out ? 1 - Mathf.Pow(1 - t, 4) : (t < 0.5f ? 8 * t * t * t * t : 1 - Mathf.Pow(-2 * t + 2, 4) / 2);
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case SpeedModifierType.Elastic:
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return Easing == EasingType.In ? (t == 0 ? 0 : t == 1 ? 1 : -Mathf.Pow(2, 10 * t - 10) * Mathf.Sin((t * 10 - 10.75f) * ((2 * Mathf.Pi) / 3))) : Easing == EasingType.Out ? (t == 0 ? 0 : t == 1 ? 1 : Mathf.Pow(2, -10 * t) * Mathf.Sin((t * 10 - 0.75f) * ((2 * Mathf.Pi) / 3)) + 1) : (t < 0.5f ? -(Mathf.Pow(2, 20 * t - 10) * Mathf.Sin((20 * t - 11.125f) * ((2 * Mathf.Pi) / 3))) / 2 : (Mathf.Pow(2, -20 * t + 10) * Mathf.Sin((20 * t - 11.125f) * ((2 * Mathf.Pi) / 3))) / 2 + 1);
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case SpeedModifierType.Back:
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float c1 = 1.70158f;
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float c2 = c1 * 1.525f;
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return Easing == EasingType.In ? (c1 + 1) * t * t * t - c1 * t * t : Easing == EasingType.Out ? 1 + (c1 + 1) * Mathf.Pow(t - 1, 3) + c1 * Mathf.Pow(t - 1, 2) : (t < 0.5f ? (Mathf.Pow(2 * t, 2) * ((c2 + 1) * 2 * t - c2)) / 2 : (Mathf.Pow(2 * t - 2, 2) * ((c2 + 1) * (t * 2 - 2) + c2) + 2) / 2);
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case SpeedModifierType.Bounce:
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return Easing == EasingType.In ? 1 - ApplyEasing(1 - t) : Easing == EasingType.Out ? BounceEaseOut(t) : (t < 0.5f ? (1 - BounceEaseOut(1 - 2 * t)) / 2 : (1 + BounceEaseOut(2 * t - 1)) / 2);
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default:
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return t;
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}
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}
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private float BounceEaseOut(float t)
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{
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if (t < 1 / 2.75f) return 7.5625f * t * t;
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else if (t < 2 / 2.75f) return 7.5625f * (t -= 1.5f / 2.75f) * t + 0.75f;
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else if (t < 2.5f / 2.75f) return 7.5625f * (t -= 2.25f / 2.75f) * t + 0.9375f;
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else return 7.5625f * (t -= 2.625f / 2.75f) * t + 0.984375f;
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}
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public float ApplyModifier(float baseSpeed, float factor)
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{
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float easedFactor = factor;
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switch (Easing)
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{
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case EasingType.In:
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easedFactor = factor * factor;
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break;
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case EasingType.Out:
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easedFactor = 1 - Mathf.Pow(1 - factor, 2);
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break;
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case EasingType.InOut:
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easedFactor = factor < 0.5f ? 2 * factor * factor : 1 - Mathf.Pow(-2 * factor + 2, 2) / 2;
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break;
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}
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float speedRange = baseSpeed - MinimumSpeed;
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float modifiedSpeed = MinimumSpeed + speedRange * easedFactor;
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switch (ModifierType)
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{
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case SpeedModifierType.Sine:
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modifiedSpeed *= Mathf.Sin(easedFactor * Mathf.Pi * 0.5f);
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break;
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case SpeedModifierType.Quad:
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modifiedSpeed *= easedFactor * easedFactor;
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break;
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case SpeedModifierType.Exponential:
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modifiedSpeed *= Mathf.Pow(2, easedFactor) - 1;
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break;
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case SpeedModifierType.Quint:
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modifiedSpeed *= easedFactor * easedFactor * easedFactor * easedFactor * easedFactor;
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break;
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case SpeedModifierType.Circ:
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modifiedSpeed *= 1 - Mathf.Sqrt(1 - easedFactor * easedFactor);
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break;
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case SpeedModifierType.Cubic:
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modifiedSpeed *= easedFactor * easedFactor * easedFactor;
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break;
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case SpeedModifierType.Linear:
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modifiedSpeed *= easedFactor;
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break;
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case SpeedModifierType.Quart:
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modifiedSpeed *= easedFactor * easedFactor * easedFactor * easedFactor;
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break;
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case SpeedModifierType.Elastic:
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modifiedSpeed *= Mathf.Sin(13 * easedFactor * Mathf.Pi) * Mathf.Pow(2, 10 * (easedFactor - 1));
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break;
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case SpeedModifierType.Back:
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modifiedSpeed *= easedFactor * easedFactor * (2.70158f * easedFactor - 1.70158f);
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break;
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case SpeedModifierType.Bounce:
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modifiedSpeed *= Mathf.Abs(Mathf.Sin(6.28f * (easedFactor + 1) * (easedFactor + 1)) * (1 - easedFactor));
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break;
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}
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if (Invert)
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{
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modifiedSpeed = baseSpeed + (baseSpeed - modifiedSpeed);
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}
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return Mathf.Max(modifiedSpeed, MinimumSpeed);
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}
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}
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public enum SpeedModifierType
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{
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Sine,
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Quad,
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Exponential,
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Quint,
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Circ,
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Cubic,
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Linear,
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Quart,
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Elastic,
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Back,
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Bounce
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}
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public enum EasingType
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{
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In,
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Out,
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InOut
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}
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