Shooting and big tank fix

This commit is contained in:
Marco 2025-06-20 15:39:19 +02:00
commit 0a6e89faed
26 changed files with 797 additions and 9 deletions

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using Cirno.Scripts.Components;
using Cirno.Scripts.Controllers;
using Cirno.Scripts.Weapons;
using Godot;
namespace Cirno.Scripts.Actors;
public partial class BulletSpawner3D : Node3D
{
[Export] public PackedScene BulletScene;
public void SpawnBullet(BulletInfo bulletInfo, Vector3 position)
{
var bulletScene = bulletInfo.BulletScene ?? BulletScene;
Bullet3D bullet;
int count = bulletInfo.BulletCount;
float spreadRadians = Mathf.DegToRad(bulletInfo.Spread);
float step = count > 1 ? spreadRadians / (count - 1) : 0;
for (int i = 0; i < count; i++)
{
bullet = PoolingManager.Instance.SpawnBullet<Bullet3D>(bulletInfo.OriginalBulletResource);
bullet.GlobalPosition = position;
if (bulletInfo.Modifier is not null)
{
bulletInfo = bulletInfo.Modifier.ModifyBullet(bulletInfo, i, count);
}
bullet.Initialize(bulletInfo);
Vector2 baseDirection = bulletInfo.Direction == Vector2.Zero ? Vector2.Right : bulletInfo.Direction.Normalized();
float baseAngle = Mathf.Atan2(baseDirection.Y, baseDirection.X);
// Spread centered: offset from center
float offsetFromCenter = (i - (count - 1) / 2.0f) * step;
float angle = baseAngle + Mathf.DegToRad(bulletInfo.RotationOffset) + offsetFromCenter;
Vector2 bulletDirection = new Vector2(Mathf.Cos(angle), Mathf.Sin(angle));
bullet.SetDirection(bulletDirection);
// float offsetRadians = Mathf.DegToRad(bulletInfo.RotationOffset);
// float spreadStep = Mathf.DegToRad(bulletInfo.Spread) / Mathf.Max(1, bulletInfo.BulletCount - 1); // Ensure proper spread spacing, also add 1 if 0
// float angle = baseAngle + offsetRadians + (spreadStep * i);
//
//
// Vector2 bulletDirection = new Vector2(Mathf.Cos(angle), Mathf.Sin(angle));
//
// bullet.SetDirection(bulletDirection);
}
}
}

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uid://bf5f2phitdqw8

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using Cirno.Scripts.AttackPatterns;
using Cirno.Scripts.Resources;
using Cirno.Scripts.Resources.BulletScripts;
using Godot;
namespace Cirno.Scripts.Actors;
public partial class ScriptableBulletsEmitter3D : Node3D, IActivable, IScriptHost3D
{
public Node3D ParentObject => this;
[Export]
public BulletScript3D Script { get; set; }
[Export]
public bool InvertSignal { get; private set; } = false;
[Export]
public bool EmitOnStart { get; set; } = false;
[Signal]
public delegate void StateChangedEventHandler(bool isEmitting);
private bool _isActive = false;
//private BulletScript _scriptInstance;
protected BulletScript3D.BulletScriptMachine ScriptMachine;
public override void _Ready()
{
//_scriptInstance = Script.Duplicate(true) as BulletScript;
ScriptMachine = Script.Make(this);
_homePosition = this.GlobalPosition;
if (EmitOnStart)
{
_isActive = true;
ScriptMachine.Start();
}
EmitSignal(SignalName.StateChanged, _isActive);
}
public bool Activate(ActivationType activationType = ActivationType.Toggle)
{
switch (activationType)
{
case ActivationType.Use:
case ActivationType.Toggle:
_isActive = !_isActive;
break;
case ActivationType.Open:
case ActivationType.Enable:
_isActive = !InvertSignal;
break;
case ActivationType.Close:
case ActivationType.Disable:
_isActive = InvertSignal;
break;
case ActivationType.Destroy:
_isActive = InvertSignal;
// TODO: Explode
break;
}
if (_isActive)
{
ScriptMachine.Start();
}
EmitSignal(SignalName.StateChanged, _isActive);
return true;
}
public void Toggle()
{
this.Activate();
}
public override void _Process(double delta)
{
if (!_isActive) return;
ScriptMachine.UpdatePhase(delta);
}
private Vector3 _homePosition;
public Vector3 HomePosition => _homePosition;
public void ChangeSpriteDirection(Vector2 direction)
{
}
}

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uid://dpibtd73awwp7