Moved weapons to their own scene

This commit is contained in:
Marco 2024-11-15 16:32:26 +01:00
commit 34e0603170
6 changed files with 159 additions and 62 deletions

View file

@ -8,34 +8,19 @@ public partial class Enemy : Area2D, IDestructible
private InteractionController _cachedPlayer;
private EnemyState _currentState = EnemyState.Idle;
[Export]
public PackedScene BulletScene { get; set; }
[Export] public float Health = 4f;
[Export] public double RateOfFire = 0.4f;
[Export] public double ReloadTime = 1.0f;
[Export] public int BulletCount = 4;
[Export] public float BulletSpeed = 100f;
[Export] public Weapon EquippedWeapon;
private float _currentHealth = 0f;
private bool _isDestroyed = false;
private Timer _cooldownTimer;
[DebugGUIPrint]
private int _ammo = 0;
// Called when the node enters the scene tree for the first time.
public override void _Ready()
{
_currentHealth = Health;
_ammo = BulletCount;
_cooldownTimer = GetNode<Timer>("./ShootTimer");
}
// Called every frame. 'delta' is the elapsed time since the previous frame.
@ -72,7 +57,7 @@ public partial class Enemy : Area2D, IDestructible
return;
}
if (_cooldownTimer.IsStopped() && IsPlayerInSight())
if (IsPlayerInSight())
{
Shoot();
}
@ -80,26 +65,32 @@ public partial class Enemy : Area2D, IDestructible
private void Shoot()
{
// SHOOT
var bullet = this.CreateChild<Bullet>(BulletScene);
// var bullet = BulletScene.Instantiate<Bullet>();
// Owner.AddChild(bullet);
// bullet.Transform = this.GlobalTransform;
// bullet.Position = this.Position;
bullet.SetDirection((_cachedPlayer.GlobalPosition - this.GlobalPosition).Normalized());
bullet.Speed = BulletSpeed;
if (EquippedWeapon == null) return;
_ammo -= 1;
if (_ammo <= 0)
{
_ammo = BulletCount;
_cooldownTimer.Start(ReloadTime);
}
else
{
_cooldownTimer.Start(RateOfFire);
}
EquippedWeapon.ShootDirection = (_cachedPlayer.GlobalPosition - this.GlobalPosition).Normalized();
EquippedWeapon.Shoot();
// // SHOOT
// var bullet = this.CreateChild<Bullet>(BulletScene);
// // var bullet = BulletScene.Instantiate<Bullet>();
// // Owner.AddChild(bullet);
// // bullet.Transform = this.GlobalTransform;
// // bullet.Position = this.Position;
// bullet.SetDirection((_cachedPlayer.GlobalPosition - this.GlobalPosition).Normalized());
// bullet.Speed = BulletSpeed;
//
// _ammo -= 1;
//
// if (_ammo <= 0)
// {
// _ammo = BulletCount;
// _cooldownTimer.Start(ReloadTime);
// }
// else
// {
// _cooldownTimer.Start(RateOfFire);
// }
}
private bool IsPlayerInSight()