mirror of
https://gitlab.com/MaddoScientisto/cirnogodot.git
synced 2026-06-07 17:45:54 +00:00
Remade resource script system
This commit is contained in:
parent
4261009c33
commit
029128c8b8
17 changed files with 576 additions and 386 deletions
15
Scripts/AttackPatterns/IPatternMachine.cs
Normal file
15
Scripts/AttackPatterns/IPatternMachine.cs
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@ -0,0 +1,15 @@
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using Cirno.Scripts.Resources;
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using Godot;
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namespace Cirno.Scripts.AttackPatterns;
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public interface IPatternMachine
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{
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public Node2D Parent { get; }
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public void Start();
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public void UpdatePattern(double delta);
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public bool IsComplete();
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}
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@ -7,52 +7,66 @@ namespace Cirno.Scripts.AttackPatterns;
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[GlobalClass]
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public partial class MovementPattern : AttackPattern
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{
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[Export] private Vector2 relativeTargetPosition;
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[Export] private float moveDuration = 2f;
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[Export] private Tween.TransitionType transitionType = Tween.TransitionType.Linear;
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[Export] private Tween.EaseType easeType = Tween.EaseType.InOut;
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[Export] private AttackPattern shootingPattern;
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[Export] public Vector2 relativeTargetPosition;
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[Export] public float moveDuration = 2f;
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[Export] public Tween.TransitionType transitionType = Tween.TransitionType.Linear;
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[Export] public Tween.EaseType easeType = Tween.EaseType.InOut;
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[Export] public AttackPattern shootingPattern;
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private Tween tween;
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private bool isComplete = false;
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protected IScriptHost Boss;
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public override void Start(Node2D parent)
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public override IPatternMachine MakeMachine(Node2D parent)
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{
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if (parent is not IScriptHost boss)
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return;
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Boss = boss;
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tween = parent.CreateTween();
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isComplete = false;
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Vector2 targetPosition = (Boss?.HomePosition ?? parent.GlobalPosition) + this.relativeTargetPosition;
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tween.TweenProperty(Parent, "position", targetPosition, moveDuration)
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.SetTrans(transitionType)
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.SetEase(easeType)
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.Finished += () => isComplete = true;
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if (shootingPattern != null && !WaitForCompletion)
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{
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shootingPattern.Start(Parent);
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}
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return new MovementPatternMachine(this, parent);
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}
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public override void UpdatePattern(double delta)
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public class MovementPatternMachine(MovementPattern pattern, Node2D parent) : IPatternMachine
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{
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if (shootingPattern != null && !WaitForCompletion)
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{
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shootingPattern.UpdatePattern(delta);
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}
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}
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public Node2D Parent => parent;
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public MovementPattern Pattern { get; } = pattern;
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private IPatternMachine _machine;
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public override bool IsComplete()
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{
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if (WaitForCompletion && shootingPattern != null)
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return isComplete && shootingPattern.IsComplete();
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return isComplete;
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private Tween tween;
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private bool isComplete = false;
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protected IScriptHost Boss;
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public void Start()
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{
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if (parent is not IScriptHost boss)
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return;
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Boss = boss;
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tween = parent.CreateTween();
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isComplete = false;
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Vector2 targetPosition = (Boss?.HomePosition ?? parent.GlobalPosition) + Pattern.relativeTargetPosition;
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tween.TweenProperty(Parent, "position", targetPosition, Pattern.moveDuration)
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.SetTrans(Pattern.transitionType)
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.SetEase(Pattern.easeType)
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.Finished += () => isComplete = true;
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if (Pattern.shootingPattern != null && !Pattern.WaitForCompletion)
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{
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_machine = Pattern.shootingPattern.MakeMachine(parent);
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_machine.Start();
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}
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}
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public void UpdatePattern(double delta)
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{
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if (_machine is not null && !Pattern.WaitForCompletion)
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{
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_machine.UpdatePattern(delta);
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//shootingPattern.UpdatePattern(delta);
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}
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}
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public bool IsComplete()
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{
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if (Pattern.WaitForCompletion && _machine is not null)
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return isComplete && _machine.IsComplete();
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return isComplete;
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}
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}
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}
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@ -9,37 +9,47 @@ namespace Cirno.Scripts.AttackPatterns;
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public partial class PatternTest : AttackPattern
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{
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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 = 12;
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[Export] private float duration = 3f;
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[Export] private float burstInterval = 0.5f;
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[Export] private BulletOwner owner = BulletOwner.Enemy;
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private double timer;
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private double burstTimer;
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private BulletSpawner spawner;
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public override void Start(Node2D parent)
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[Export] public float bulletSpeed = 5f;
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[Export] public int bulletCount = 12;
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[Export] public float duration = 3f;
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[Export] public float burstInterval = 0.5f;
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[Export] public BulletOwner owner = BulletOwner.Enemy;
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public override IPatternMachine MakeMachine(Node2D parent)
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{
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Parent = parent;
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timer = 0;
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burstTimer = 0;
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spawner = Parent.GetNode<BulletSpawner>("BulletSpawner");
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return new PatternTestMachine(this, parent);
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}
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public override void UpdatePattern(double delta)
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public class PatternTestMachine(PatternTest pattern, Node2D parent) : IPatternMachine
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{
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timer += delta;
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burstTimer += delta;
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if (timer < duration && burstTimer >= burstInterval)
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public Node2D Parent => parent;
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private double timer;
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private double burstTimer;
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private BulletSpawner spawner;
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public void Start()
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{
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spawner.SpawnBullet(Parent.GlobalPosition, Vector2.Right, bulletSpeed, owner, bulletCount, bulletScene: BulletScene);
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timer = 0;
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burstTimer = 0;
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spawner = Parent.GetNode<BulletSpawner>("BulletSpawner");
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}
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public void UpdatePattern(double delta)
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{
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timer += delta;
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burstTimer += delta;
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if (timer < pattern.duration && burstTimer >= pattern.burstInterval)
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{
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spawner.SpawnBullet(Parent.GlobalPosition, Vector2.Right, pattern.bulletSpeed, pattern.owner, pattern.bulletCount, bulletScene: pattern.BulletScene);
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burstTimer = 0;
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}
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}
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public bool IsComplete()
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{
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return timer >= pattern.duration;
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}
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}
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public override bool IsComplete()
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{
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return timer >= duration;
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}
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}
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@ -1,4 +1,5 @@
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using System.Collections.Generic;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Cirno.Scripts.Actors;
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using Cirno.Scripts.Components;
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@ -13,82 +14,28 @@ namespace Cirno.Scripts.AttackPatterns;
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public partial class SpiralPattern : AttackPattern
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{
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[Export] public BulletResource BulletResource { get; set; }
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//Export] public PackedScene BulletScene;
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//[Export] private float _bulletLifeTime = 20f; // Switch to res
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//[Export] private bool _destroyOnCollision = false; // Switch to res
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//[Export] private float bulletSpeed = 5f; // Switch to res
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[Export] private int bulletCount = 16;
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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] public int bulletCount = 16;
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[Export] public float rotationSpeed = 0f;
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[Export] public float _rotationOffset = 0f;
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[Export] public float duration = 5f;
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[Export] public float spread = 360f;
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[Export] public float burstInterval = 0.5f;
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[ExportCategory("Burst")] [Export] public int ShotsPerBurst { get; private set; } = 100;
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[Export] public float BurstRate { get; private set; } = 0f;
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//[Export] private BulletOwner owner = BulletOwner.Enemy; // Switch to res
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//[Export] private DamageType _damageType = DamageType.Neutral; // Switch to res
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//[Export] private float _bulletDamage = 1f; // Switch to res
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[ExportGroup("Modifiers")]
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[Export] private BulletCreationModifier _modifier;
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[ExportGroup("Modifiers")]
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[Export] private Array<TimeModifier> _timeModifiers;
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[Export] private bool _targetPlayer = false;
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private double timer;
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private double burstTimer;
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private BulletSpawner spawner;
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public override void Start(Node2D parent)
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{
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Parent = parent;
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timer = 0;
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burstTimer = burstInterval; // start immediately
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spawner = parent.GetNode<BulletSpawner>("BulletSpawner");
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}
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public override void UpdatePattern(double delta)
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{
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timer += delta;
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burstTimer += delta;
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if (timer < duration && burstTimer >= burstInterval)
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{
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float angleOffset = _rotationOffset + (float)(rotationSpeed * timer);
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Vector2 direction = BulletResource.Direction;
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if (_targetPlayer && GameManager.Instance.PlayerPosition.HasValue)
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{
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direction = (GameManager.Instance.PlayerPosition.Value - Parent.GlobalPosition).Normalized();
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}
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var bullet = BulletResource.MakeBullet(Parent.GlobalPosition, bulletCount, spread, angleOffset);
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bullet.Direction = direction;
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//spawner.SpawnBullet(MakeBullet(Boss.GlobalPosition, direction, angleOffset));
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spawner.SpawnBullet(bullet);
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// spawner.SpawnBullet(new BulletInfo()
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// {
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// Position = Boss.GlobalPosition,
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// Direction = direction,
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// Speed = bulletSpeed,
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// Owner = owner,
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// DamageType = _damageType,
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// Damage = _bulletDamage,
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// BulletCount = bulletCount,
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// Spread = spread,
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// BulletScene = BulletScene,
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// RotationOffset = angleOffset,
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// Modifier = _modifier,
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// TimeModifiers = ((_timeModifiers?.Where(mod => mod != null)) ?? Array.Empty<TimeModifier>()).Select(m => new ModifierWrapper()
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// {
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// TimeModifier = m,
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// Applied = false
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// }).ToList()
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// });
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burstTimer = 0;
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}
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}
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// [ExportGroup("Modifiers")] [Export] private BulletCreationModifier _modifier;
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// [ExportGroup("Modifiers")] [Export] private Array<TimeModifier> _timeModifiers;
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[ExportCategory("Other")] [Export] public bool _targetPlayer = false;
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protected virtual BulletInfo MakeBullet(Vector2 position, Vector2 direction, float angleOffset)
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{
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@ -96,7 +43,7 @@ public partial class SpiralPattern : AttackPattern
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bl.Direction = direction;
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return bl;
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// return new BulletInfo()
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// {
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// Position = position,
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@ -117,8 +64,148 @@ public partial class SpiralPattern : AttackPattern
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// };
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}
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public override bool IsComplete()
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public override IPatternMachine MakeMachine(Node2D parent)
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{
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return timer >= duration;
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return new SpiralPatternMachine(this, parent);
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}
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}
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public class SpiralPatternMachine(SpiralPattern pattern, Node2D parent) : IPatternMachine
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{
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public Node2D Parent => parent;
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private double timer;
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private double burstTimer;
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//private double _burstRateTimer;
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private BulletSpawner spawner;
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private ShootStatus _state = ShootStatus.Idle;
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private int _burstBullets;
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public void Start()
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{
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timer = 0;
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_burstBullets = pattern.ShotsPerBurst;
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burstTimer = pattern.burstInterval; // start immediately
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//_burstRateTimer = pattern.burstInterval;
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spawner = parent.GetNode<BulletSpawner>("BulletSpawner");
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_state = ShootStatus.Shooting;
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}
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private void WaitingBurstUpdate(double delta)
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{
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timer += delta;
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burstTimer += delta;
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if (burstTimer >= pattern.burstInterval)
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{
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_state = ShootStatus.Shooting;
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}
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}
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private void WaitingReloadUpdate(double delta)
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{
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timer += delta;
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burstTimer += delta;
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if (burstTimer >= pattern.BurstRate)
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{
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_burstBullets = pattern.ShotsPerBurst;
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_state = ShootStatus.Shooting;
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}
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}
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private void ShootingUpdate(double delta)
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{
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timer += delta;
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burstTimer = 0;
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Shoot();
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_burstBullets--;
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if (_burstBullets <= 0)
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{
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_state = ShootStatus.WaitingReload;
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}
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else
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{
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_state = ShootStatus.WaitingBurst;
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}
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}
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public void UpdatePattern(double delta)
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{
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switch (_state)
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{
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case ShootStatus.Idle:
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case ShootStatus.Done:
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return;
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case ShootStatus.Shooting:
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ShootingUpdate(delta);
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break;
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case ShootStatus.WaitingBurst:
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WaitingBurstUpdate(delta);
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break;
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case ShootStatus.WaitingReload:
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WaitingReloadUpdate(delta);
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break;
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}
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if (timer >= pattern.duration)
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{
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_state = ShootStatus.Done;
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}
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// timer += delta;
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// burstTimer += delta;
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// //_burstRateTimer += delta;
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//
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// if (timer > pattern.duration)
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// {
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// return;
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// }
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//
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// if (burstTimer < pattern.burstInterval) return;
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//
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// Shoot();
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//
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//
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//
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// burstTimer = 0;
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}
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private void Shoot()
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{
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float angleOffset = pattern._rotationOffset + (float)(pattern.rotationSpeed * timer);
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Vector2 direction = pattern.BulletResource.Direction;
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if (pattern._targetPlayer && GameManager.Instance.PlayerPosition.HasValue)
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{
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direction = (GameManager.Instance.PlayerPosition.Value - Parent.GlobalPosition).Normalized();
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}
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var bullet = pattern.BulletResource.MakeBullet(Parent.GlobalPosition, pattern.bulletCount,
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pattern.spread, angleOffset);
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bullet.Direction = direction;
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//spawner.SpawnBullet(MakeBullet(Boss.GlobalPosition, direction, angleOffset));
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spawner.SpawnBullet(bullet);
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}
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public bool IsComplete()
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{
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//return timer >= pattern.duration;
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return _state is ShootStatus.Done;
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}
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private enum ShootStatus
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{
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Idle,
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Shooting,
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WaitingBurst,
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WaitingReload,
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Done
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}
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}
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}
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@ -19,34 +19,42 @@ public partial class TargetedPattern : AttackPattern
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[Export] private BulletOwner owner = BulletOwner.Enemy;
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[Export] private BulletCreationModifier modifier;
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private double timer;
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private double burstTimer;
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private BulletSpawner spawner;
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//private Node2D player;
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public override void Start(Node2D parent)
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public override IPatternMachine MakeMachine(Node2D parent)
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{
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Parent = parent;
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timer = 0;
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burstTimer = 0;
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spawner = Parent.GetNode<BulletSpawner>("BulletSpawner");
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return new TargetedPatternMachine(this, parent);
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}
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public override void UpdatePattern(double delta)
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public class TargetedPatternMachine(TargetedPattern pattern, Node2D parent) : IPatternMachine
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{
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timer += delta;
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burstTimer += delta;
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if (timer < duration && burstTimer >= burstInterval && GameManager.Instance.PlayerPosition.HasValue)
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public Node2D Parent => parent;
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private double timer;
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private double burstTimer;
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private BulletSpawner spawner;
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//private Node2D player;
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public void Start()
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{
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spawner.SpawnTargetedBullet(Parent.GlobalPosition, GameManager.Instance.PlayerPosition.Value, bulletSpeed, owner, BulletScene, bulletsPerShot, spread, modifier);
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timer = 0;
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burstTimer = 0;
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spawner = Parent.GetNode<BulletSpawner>("BulletSpawner");
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}
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public void UpdatePattern(double delta)
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{
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timer += delta;
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burstTimer += delta;
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if (timer < pattern.duration && burstTimer >= pattern.burstInterval && GameManager.Instance.PlayerPosition.HasValue)
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{
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spawner.SpawnTargetedBullet(Parent.GlobalPosition, GameManager.Instance.PlayerPosition.Value, pattern.bulletSpeed, pattern.owner, pattern.BulletScene, pattern.bulletsPerShot, pattern.spread, pattern.modifier);
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burstTimer = 0;
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}
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}
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public bool IsComplete()
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{
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return timer >= pattern.duration;
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}
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}
|
||||
|
||||
public override bool IsComplete()
|
||||
{
|
||||
return timer >= duration;
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue