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https://gitlab.com/MaddoScientisto/cirnogodot.git
synced 2026-06-13 01:05:55 +00:00
Moved weapons to their own scene
This commit is contained in:
parent
7ebbc207e6
commit
34e0603170
6 changed files with 159 additions and 62 deletions
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@ -1,8 +1,9 @@
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[gd_scene load_steps=8 format=3 uid="uid://v8s3kubgb2qg"]
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[gd_scene load_steps=9 format=3 uid="uid://v8s3kubgb2qg"]
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[ext_resource type="Texture2D" uid="uid://b4ynnb14mb4uq" path="res://Sprites/Reisen.png" id="1_4w8mj"]
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[ext_resource type="Script" path="res://Scripts/Enemy.cs" id="1_lpwdj"]
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[ext_resource type="PackedScene" uid="uid://cuixq5ex0j40h" path="res://Scenes/enemyBullet.tscn" id="2_ogldd"]
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[ext_resource type="PackedScene" uid="uid://crry0rgk7a8sm" path="res://Scenes/Weapons/BaseWeapon.tscn" id="4_2k1dv"]
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[sub_resource type="AtlasTexture" id="AtlasTexture_2brqc"]
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atlas = ExtResource("1_4w8mj")
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@ -17,12 +18,11 @@ radius = 4.0
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[sub_resource type="CircleShape2D" id="CircleShape2D_v711r"]
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radius = 85.0529
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[node name="Enemy" type="Area2D" groups=["Destroyable"]]
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[node name="Enemy" type="Area2D" node_paths=PackedStringArray("EquippedWeapon") groups=["Destroyable"]]
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collision_layer = 16
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collision_mask = 9
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script = ExtResource("1_lpwdj")
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BulletScene = ExtResource("2_ogldd")
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BulletSpeed = 50.0
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EquippedWeapon = NodePath("Weapon")
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metadata/_edit_group_ = true
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[node name="Sprite2D" type="Sprite2D" parent="."]
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@ -48,6 +48,11 @@ shape = SubResource("CircleShape2D_v711r")
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wait_time = 0.4
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one_shot = true
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[node name="Weapon" parent="." instance=ExtResource("4_2k1dv")]
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BulletScene = ExtResource("2_ogldd")
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BulletCapacity = 4
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BulletSpeed = 50.0
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[connection signal="area_entered" from="." to="." method="_on_area_entered"]
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[connection signal="area_entered" from="PlayerDetection" to="." method="_on_player_detection_area_entered"]
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[connection signal="area_exited" from="PlayerDetection" to="." method="_on_player_detection_area_exited"]
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12
Scenes/Weapons/BaseWeapon.tscn
Normal file
12
Scenes/Weapons/BaseWeapon.tscn
Normal file
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@ -0,0 +1,12 @@
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[gd_scene load_steps=2 format=3 uid="uid://crry0rgk7a8sm"]
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[ext_resource type="Script" path="res://Scripts/Weapon.cs" id="1_f5iec"]
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[node name="Weapon" type="Sprite2D"]
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script = ExtResource("1_f5iec")
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[node name="Muzzle" type="Marker2D" parent="."]
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position = Vector2(5, 0)
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[node name="ShootTimer" type="Timer" parent="."]
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one_shot = true
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@ -1,4 +1,4 @@
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[gd_scene load_steps=27 format=3 uid="uid://bghghp5ep4w2j"]
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[gd_scene load_steps=28 format=3 uid="uid://bghghp5ep4w2j"]
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[ext_resource type="Script" path="res://Scripts/PlayerMovement.cs" id="1_m27vu"]
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[ext_resource type="Texture2D" uid="uid://la06powu57hu" path="res://Sprites/Cirno_Big.png" id="2_bwf6x"]
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@ -8,6 +8,7 @@
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[ext_resource type="Script" path="res://Scenes/CameraTarget.gd" id="5_cxvyt"]
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[ext_resource type="PackedScene" uid="uid://cfb3nsay84xdb" path="res://Scenes/crosshair.tscn" id="6_l43rf"]
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[ext_resource type="Script" path="res://Scenes/InteractionController.cs" id="7_uvgjg"]
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[ext_resource type="PackedScene" uid="uid://crry0rgk7a8sm" path="res://Scenes/Weapons/BaseWeapon.tscn" id="9_wblq0"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_ai4rh"]
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size = Vector2(6, 6)
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@ -141,7 +142,7 @@ radius = 17.2627
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[sub_resource type="CircleShape2D" id="CircleShape2D_e6woi"]
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radius = 1.41421
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[node name="Player" type="CharacterBody2D" node_paths=PackedStringArray("Muzzle") groups=["Destroyable", "player"]]
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[node name="Player" type="CharacterBody2D" node_paths=PackedStringArray("Muzzle", "EquippedWeapon") groups=["Destroyable", "player"]]
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collision_layer = 2
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collision_mask = 99
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script = ExtResource("1_m27vu")
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@ -152,7 +153,7 @@ SelectorScene = ExtResource("3_8wt6s")
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GameOverScene = "res://Scenes/GameOver.tscn"
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Muzzle = NodePath("Muzzle")
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Health = 32.0
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RateOfFire = 0.1
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EquippedWeapon = NodePath("Weapon")
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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@ -205,5 +206,12 @@ collision_mask = 128
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shape = SubResource("CircleShape2D_e6woi")
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debug_color = Color(1, 0.00817797, 0.0443347, 0.42)
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[node name="Weapon" parent="." instance=ExtResource("9_wblq0")]
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BulletScene = ExtResource("2_ov36d")
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RateOfFire = 0.1
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BulletCapacity = 100
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ReloadTime = 0.4
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BulletSpeed = 300.0
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[connection signal="area_entered" from="InteractionController" to="." method="_on_interaction_controller_area_entered"]
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[connection signal="area_entered" from="DamageHitBox" to="." method="_on_damage_hit_box_area_entered"]
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@ -8,34 +8,19 @@ public partial class Enemy : Area2D, IDestructible
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private InteractionController _cachedPlayer;
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private EnemyState _currentState = EnemyState.Idle;
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[Export]
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public PackedScene BulletScene { get; set; }
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[Export] public float Health = 4f;
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[Export] public double RateOfFire = 0.4f;
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[Export] public double ReloadTime = 1.0f;
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[Export] public int BulletCount = 4;
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[Export] public float BulletSpeed = 100f;
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[Export] public Weapon EquippedWeapon;
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private float _currentHealth = 0f;
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private bool _isDestroyed = false;
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private Timer _cooldownTimer;
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[DebugGUIPrint]
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private int _ammo = 0;
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// Called when the node enters the scene tree for the first time.
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public override void _Ready()
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{
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_currentHealth = Health;
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_ammo = BulletCount;
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_cooldownTimer = GetNode<Timer>("./ShootTimer");
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}
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// Called every frame. 'delta' is the elapsed time since the previous frame.
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@ -72,7 +57,7 @@ public partial class Enemy : Area2D, IDestructible
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return;
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}
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if (_cooldownTimer.IsStopped() && IsPlayerInSight())
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if (IsPlayerInSight())
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{
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Shoot();
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}
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@ -80,26 +65,32 @@ public partial class Enemy : Area2D, IDestructible
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private void Shoot()
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{
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// SHOOT
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var bullet = this.CreateChild<Bullet>(BulletScene);
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// var bullet = BulletScene.Instantiate<Bullet>();
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// Owner.AddChild(bullet);
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// bullet.Transform = this.GlobalTransform;
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// bullet.Position = this.Position;
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bullet.SetDirection((_cachedPlayer.GlobalPosition - this.GlobalPosition).Normalized());
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bullet.Speed = BulletSpeed;
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if (EquippedWeapon == null) return;
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_ammo -= 1;
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if (_ammo <= 0)
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{
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_ammo = BulletCount;
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_cooldownTimer.Start(ReloadTime);
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}
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else
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{
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_cooldownTimer.Start(RateOfFire);
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}
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EquippedWeapon.ShootDirection = (_cachedPlayer.GlobalPosition - this.GlobalPosition).Normalized();
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EquippedWeapon.Shoot();
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// // SHOOT
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// var bullet = this.CreateChild<Bullet>(BulletScene);
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// // var bullet = BulletScene.Instantiate<Bullet>();
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// // Owner.AddChild(bullet);
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// // bullet.Transform = this.GlobalTransform;
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// // bullet.Position = this.Position;
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// bullet.SetDirection((_cachedPlayer.GlobalPosition - this.GlobalPosition).Normalized());
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// bullet.Speed = BulletSpeed;
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//
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// _ammo -= 1;
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//
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// if (_ammo <= 0)
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// {
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// _ammo = BulletCount;
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// _cooldownTimer.Start(ReloadTime);
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// }
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// else
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// {
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// _cooldownTimer.Start(RateOfFire);
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// }
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}
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private bool IsPlayerInSight()
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@ -11,9 +11,6 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
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[Export]
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public float CrosshairDistance { get; set; } = 10f;
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[Export]
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public PackedScene BulletScene { get; set; }
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[Export]
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public PackedScene SelectorScene { get; set; }
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@ -35,17 +32,13 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
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private Sprite2D _crosshair;
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private Timer _cooldownTimer;
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[Export] public float Health = 4f;
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[Export] public Weapon EquippedWeapon;
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[DebugGUIPrint]
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private float _currentHealth = 0f;
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[Export] public double RateOfFire = 0.4f;
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[Export] public float BulletSpeed = 300f;
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private bool _isDestroyed = false;
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public override void _Ready()
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@ -54,7 +47,6 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
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_animatedSprite = GetNode<AnimatedSprite2D>("./Smoothing2D/AnimatedSprite2D");
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_crosshair = GetNode<Sprite2D>("./Smoothing2D/Crosshair");
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_cooldownTimer = GetNode<Timer>("./ShootTimer");
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_movementDirection = Vector2.Zero;
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_facingDirection = Vector2.Zero;
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@ -100,13 +92,18 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
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private void HandleShoot()
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{
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if (!Input.IsActionJustPressed("shoot")) return;
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//Debug.WriteLine("Shoot");
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var bullet = BulletScene.Instantiate<Bullet>();
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Owner.AddChild(bullet);
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bullet.Transform = Muzzle.GlobalTransform;
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bullet.Position = this.Position;
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bullet.SetDirection(this._facingDirection);
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if (EquippedWeapon == null) return;
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if (!Input.IsActionPressed("shoot")) return;
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EquippedWeapon.ShootDirection = this._facingDirection;
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EquippedWeapon.Shoot();
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// //Debug.WriteLine("Shoot");
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// var bullet = BulletScene.Instantiate<Bullet>();
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// Owner.AddChild(bullet);
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// bullet.Transform = Muzzle.GlobalTransform;
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// bullet.Position = this.Position;
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// bullet.SetDirection(this._facingDirection);
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}
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private void SetAnimation()
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84
Scripts/Weapon.cs
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84
Scripts/Weapon.cs
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using Godot;
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using System;
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using Cirno.Scripts;
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public partial class Weapon : Node2D
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{
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[Export]
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public PackedScene BulletScene { get; set; }
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[Export]
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public Marker2D Muzzle { get; set; }
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[Export] public double RateOfFire = 0.4f;
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[Export] public int BulletCapacity = 20;
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[Export] public double ReloadTime = 1.0f;
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[Export] public float BulletSpeed = 100f;
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[Export] public bool AutoReload = true;
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[Export] public bool InfiniteAmmo = true;
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public int Ammo { get; set; } = 0;
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public int LoadedAmmo { get; private set; }
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public Vector2 ShootDirection { get; set; } = Vector2.Zero;
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private Timer _cooldownTimer;
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private Marker2D _muzzle;
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// Called when the node enters the scene tree for the first time.
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public override void _Ready()
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{
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_muzzle = GetNode<Marker2D>("./Muzzle");
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_cooldownTimer = GetNode<Timer>("./ShootTimer");
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}
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public void Reload()
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{
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_cooldownTimer.Start(ReloadTime);
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if (InfiniteAmmo)
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{
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LoadedAmmo = BulletCapacity;
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}
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else
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{
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// TODO: Calculate subtraction, etc
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LoadedAmmo = BulletCapacity;
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}
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}
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public void Shoot()
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{
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// Waiting on reload or Rate of Fire cooldown?
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if (!_cooldownTimer.IsStopped())
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{
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return;
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}
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// Out of ammo?
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if (LoadedAmmo <= 0)
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{
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if (AutoReload)
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{
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Reload();
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}
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return;
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}
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// TODO: Shoot at muzzle position, need to provide a way to turn it, on a radius?
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var bullet = this.CreateChild<Bullet>(BulletScene);
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bullet.SetDirection(ShootDirection);
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bullet.Speed = BulletSpeed;
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LoadedAmmo -= 1;
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_cooldownTimer.Start(RateOfFire);
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}
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}
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