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Bullet freeze
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31 changed files with 255 additions and 8 deletions
98
Scripts/Components/FSM/Player/FreezeModule.cs
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98
Scripts/Components/FSM/Player/FreezeModule.cs
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using System.Collections.Generic;
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using Cirno.Scripts.Actors;
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using Cirno.Scripts.Components.Actors;
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using Godot;
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namespace Cirno.Scripts.Components.FSM.Player;
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public partial class FreezeModule : ModuleBase<PlayerState, CharacterBody2D>
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{
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[Export] public float ResourceCost { get; private set; } = 15f;
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[Export] public float FreezeRadius { get; private set; } = 64f;
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[Export] public double Cooldown { get; private set; } = 0.5f;
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[Export] public double IceLife { get; private set; } = 4f;
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[Export] public PackedScene IceScene { get; private set; }
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[ExportGroup("Providers")]
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[Export]
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public ActorResourceProvider Shield { get; private set; }
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[Export]
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public InputProvider InputProvider { get; private set; }
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public bool Enabled { get; set; } = false;
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private double _cooldownTimer = 0;
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public override void EnterState(PlayerState state)
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{
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Enabled = true;
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}
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public override void ExitState(PlayerState state)
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{
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Enabled = false;
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}
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public override void Init(IStateMachine<PlayerState, CharacterBody2D> machine)
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{
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}
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public override void Process(double delta)
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{
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if (!Enabled) return;
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// TODO: Handle cooldown
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}
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public override void PhysicsProcess(double delta)
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{
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if (!Enabled) return;
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if (InputProvider.GetFreezeJustPressed())
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{
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if (Shield.CurrentResource >= ResourceCost)
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{
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Shield.CurrentResource -= ResourceCost;
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FreezeBullets();
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}
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}
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}
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private void FreezeBullets()
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{
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var bullets = GetNearbyBullets();
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foreach (var bullet in bullets)
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{
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bullet.Freeze();
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var ice = bullet.CreateSibling<Ice>(IceScene);
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ice.Life = IceLife;
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ice.FreezeModule = this;
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}
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}
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private List<Bullet> GetNearbyBullets()
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{
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var nearbyBullets = new List<Bullet>();
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foreach (var child in GameManager.Instance.BulletsContainer.GetChildren())
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{
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if (child is not Bullet bullet) continue;
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if (bullet.BulletOwner is BulletOwner.Player)
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{
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continue;
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}
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if (bullet.IsFrozen) continue;
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if (!bullet.BulletInfo.Freezable) continue;
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var distance = GlobalPosition.DistanceTo(bullet.GlobalPosition);
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if (distance <= FreezeRadius)
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{
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nearbyBullets.Add(bullet);
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}
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}
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return nearbyBullets;
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}
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}
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