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https://gitlab.com/MaddoScientisto/cirnogodot.git
synced 2026-06-12 11:35:54 +00:00
Moved weapons to their own scene
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parent
7ebbc207e6
commit
34e0603170
6 changed files with 159 additions and 62 deletions
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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
Normal file
84
Scripts/Weapon.cs
Normal file
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@ -0,0 +1,84 @@
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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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