mirror of
https://gitlab.com/MaddoScientisto/cirnogodot.git
synced 2026-06-01 06:45:33 +00:00
Basic laser integration
This commit is contained in:
parent
d16f9b3b9d
commit
4011a7c6f6
15 changed files with 1028 additions and 284 deletions
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@ -1634,3 +1634,17 @@
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"origin" "-48 -24 28"
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"timeline" "BBS_Test"
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}
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// entity 63
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{
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"classname" "actor_emitter_floor"
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"origin" "-100 -132 20"
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"script_path" "res://Resources/BulletScripts/Laser_Pattern_Test_1.tres"
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"targetname" "laser_test_trap"
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}
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// entity 64
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{
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"classname" "actor_controlpad"
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"origin" "-140 -100 36"
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"target" "laser_test_trap"
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"activationtype" "Toggle"
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}
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@ -16,6 +16,11 @@
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</PropertyGroup>
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<ItemGroup>
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<Content Include="Export.ps1" />
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<Content Include="LASER_INTEGRATION.md" />
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<Content Include="LASER_INTEGRATION_SUMMARY.md" />
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<Content Include="LASER_NULL_FIX.md" />
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<Content Include="LASER_PATTERN_FIX.md" />
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<Content Include="LASER_WITH_EMITTERS.md" />
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<Content Include="omnisharp.json" />
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<Content Include="Publish.ps1" />
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<Content Include="Scripts\Resources\Events\tsconfig.json" />
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File diff suppressed because one or more lines are too long
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@ -1,4 +1,4 @@
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[gd_resource type="Resource" script_class="BulletScript" load_steps=6 format=3 uid="uid://cmra7n6so1x4u"]
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[gd_resource type="Resource" script_class="BulletScript" format=3 uid="uid://cmra7n6so1x4u"]
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[ext_resource type="Resource" uid="uid://dqnvesdj0dk3v" path="res://Resources/Bullets/simple_enemy_bullet.tres" id="1_lkipe"]
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[ext_resource type="Script" uid="uid://b5s5mjuk1rng5" path="res://Scripts/Resources/TimeModifier.cs" id="2_omk5v"]
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13
Resources/BulletScripts/LaserTest_1.tres
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13
Resources/BulletScripts/LaserTest_1.tres
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@ -0,0 +1,13 @@
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[gd_resource type="Resource" script_class="LaserPattern" format=3 uid="uid://cdurqf6rk3utj"]
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[ext_resource type="Resource" uid="uid://dgwsfxku5csp5" path="res://Resources/BulletScripts/Laser_Bullet_Resource_test.tres" id="1_22aun"]
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[ext_resource type="Script" uid="uid://b5s5mjuk1rng5" path="res://Scripts/Resources/TimeModifier.cs" id="1_l746i"]
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[ext_resource type="Script" uid="uid://ckcuhstelos4x" path="res://Scripts/AttackPatterns/LaserPattern.cs" id="2_22aun"]
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[resource]
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script = ExtResource("2_22aun")
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BulletResource = ExtResource("1_22aun")
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bulletCount = 8
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duration = 5.0
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ShotsPerBurst = 1
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metadata/_custom_type_script = "uid://ckcuhstelos4x"
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18
Resources/BulletScripts/Laser_Bullet_Resource_test.tres
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18
Resources/BulletScripts/Laser_Bullet_Resource_test.tres
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@ -0,0 +1,18 @@
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[gd_resource type="Resource" script_class="BulletResource" format=3 uid="uid://dgwsfxku5csp5"]
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[ext_resource type="Script" uid="uid://dslyrfcej3g2n" path="res://Scripts/Resources/BulletResource.cs" id="1_0ejwi"]
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[ext_resource type="PackedScene" uid="uid://bkv1sf54u3agr" path="res://Scenes/Weapons/Bullets/Laser_Bullet_3D.tscn" id="1_qd1t8"]
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[ext_resource type="Script" uid="uid://5utr3255hbln" path="res://Scripts/Actors/3D/LaserConfig.cs" id="2_2g5bd"]
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[sub_resource type="Resource" id="Resource_5e6ih"]
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script = ExtResource("2_2g5bd")
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metadata/_custom_type_script = "uid://5utr3255hbln"
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[resource]
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script = ExtResource("1_0ejwi")
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BulletScene = ExtResource("1_qd1t8")
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BulletSpeed = 0.0
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TimeModifiers = []
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IsLaser = true
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LaserConfig = SubResource("Resource_5e6ih")
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metadata/_custom_type_script = "uid://dslyrfcej3g2n"
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9
Resources/BulletScripts/Laser_Pattern_Test_1.tres
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9
Resources/BulletScripts/Laser_Pattern_Test_1.tres
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@ -0,0 +1,9 @@
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[gd_resource type="Resource" script_class="BulletScript3D" format=3 uid="uid://bog816y8fx3w5"]
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[ext_resource type="Script" uid="uid://w8hcpu68ssq" path="res://Scripts/Resources/BulletScripts/BulletScript3D.cs" id="1_70ed4"]
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[ext_resource type="Resource" uid="uid://cdurqf6rk3utj" path="res://Resources/BulletScripts/LaserTest_1.tres" id="1_kfu43"]
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[resource]
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script = ExtResource("1_70ed4")
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Patterns = Array[Object]([ExtResource("1_kfu43")])
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metadata/_custom_type_script = "uid://w8hcpu68ssq"
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33
Resources/Bullets/enemy_laser_3d.tres
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33
Resources/Bullets/enemy_laser_3d.tres
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@ -0,0 +1,33 @@
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[gd_resource type="Resource" script_class="BulletResource" load_steps=4 format=3 uid="uid://laser3d_example"]
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[ext_resource type="PackedScene" uid="uid://bkv1sf54u3agr" path="res://Scenes/Weapons/Bullets/Laser_Bullet_3D.tscn" id="1_laser_scene"]
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[ext_resource type="Script" uid="uid://dslyrfcej3g2n" path="res://Scripts/Resources/BulletResource.cs" id="2_bullet_res"]
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[ext_resource type="Script" uid="uid://5utr3255hbln" path="res://Scripts/Actors/3D/LaserConfig.cs" id="3_laser_config"]
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[sub_resource type="Resource" id="LaserConfig_example"]
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script = ExtResource("3_laser_config")
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MaxLength = 100.0
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WarningRadius = 0.025
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DamageRadius = 0.05
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WarningDuration = 0.5
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ExpansionDelay = 0.0
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ExpansionDuration = 0.2
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ActiveDuration = 2.0
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GeometryLayer = 1
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Damagelayer = 2
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[resource]
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script = ExtResource("2_bullet_res")
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BulletScene = ExtResource("1_laser_scene")
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BulletSpeed = 0.0
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BulletDamage = 10.0
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MaxDamage = 10.0
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Knockback = 0.0
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LifeTime = 3.0
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Owner = 2
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DamageType = 0
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GrazeValue = 0.5
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Attributes = 0
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TimeModifiers = []
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IsLaser = true
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LaserConfig = SubResource("LaserConfig_example")
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47
Scenes/Weapons/Bullets/Laser_Bullet_3D.tscn
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47
Scenes/Weapons/Bullets/Laser_Bullet_3D.tscn
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@ -0,0 +1,47 @@
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[gd_scene format=3 uid="uid://bkv1sf54u3agr"]
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[ext_resource type="Script" path="res://Scripts/Weapons/LaserBullet3D.cs" id="1_laser_bullet"]
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[ext_resource type="Script" uid="uid://5utr3255hbln" path="res://Scripts/Actors/3D/LaserConfig.cs" id="2_l0r7c"]
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[ext_resource type="Shader" uid="uid://cd8n7vsgxkfib" path="res://Shaders/minimal_laser.gdshader" id="3_6ff8g"]
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[sub_resource type="Resource" id="Resource_awu2v"]
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script = ExtResource("2_l0r7c")
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MaxLength = 100.0
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WarningRadius = 0.025
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DamageRadius = 0.05
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WarningDuration = 0.5
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ExpansionDelay = 0.0
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ExpansionDuration = 0.2
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ActiveDuration = 1.0
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GeometryLayer = 1
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Damagelayer = 2
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metadata/_custom_type_script = "uid://5utr3255hbln"
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_fmfkd"]
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render_priority = 0
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shader = ExtResource("3_6ff8g")
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shader_parameter/beam_color = Color(1, 0.2, 0.2, 1)
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shader_parameter/glow_radius = 0.2
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shader_parameter/noise_speed = 1.0
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shader_parameter/flicker_strength = 0.2
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[sub_resource type="CylinderMesh" id="CylinderMesh_tqorp"]
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[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_tqorp"]
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[node name="Laser" type="Area3D"]
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script = ExtResource("1_laser_bullet")
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[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
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transform = Transform3D(0.06, 0, 0, 0, 1, 0, 0, 0, 0.06, 0, 0, 0)
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material_override = SubResource("ShaderMaterial_fmfkd")
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mesh = SubResource("CylinderMesh_tqorp")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
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shape = SubResource("CapsuleShape3D_tqorp")
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[node name="RayCast3D" type="RayCast3D" parent="."]
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[connection signal="area_entered" from="." to="." method="_on_area_entered"]
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[connection signal="body_entered" from="." to="." method="_on_body_entered"]
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@ -3,6 +3,7 @@
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namespace Cirno.Scripts.Actors._3D;
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[GlobalClass]
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[Tool]
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public partial class LaserConfig : Resource
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{
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[Export] public float MaxLength = 50f;
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@ -7,9 +7,15 @@ namespace Cirno.Scripts.Actors;
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public partial class BulletSpawner3D : Node3D
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{
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public void SpawnBullet(BulletInfo bulletInfo, Vector3 position)
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{
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// Check if this is a laser
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if (bulletInfo.IsLaser && bulletInfo.LaserConfig != null)
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{
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SpawnLaser(bulletInfo, position);
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return;
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}
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int count = bulletInfo.BulletCount;
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// Choose base direction (defaults to +X)
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@ -66,5 +72,28 @@ public partial class BulletSpawner3D : Node3D
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}
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}
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private void SpawnLaser(BulletInfo bulletInfo, Vector3 position)
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{
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// Lasers don't use bullet count/spread the same way
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// Each laser is typically a single beam
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LaserBullet3D laser = PoolingManager.Instance.SpawnBullet<LaserBullet3D>(bulletInfo.OriginalBulletResource);
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laser.GlobalPosition = position;
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// Apply modifiers if present
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if (bulletInfo.Modifier is not null)
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{
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bulletInfo = bulletInfo.Modifier.ModifyBullet(bulletInfo, 0, 1);
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}
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laser.Initialize(bulletInfo);
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// Set the laser direction
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Vector2 baseDirection = bulletInfo.Direction == Vector2.Zero
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? Vector2.Right
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: bulletInfo.Direction.Normalized();
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laser.SetDirection(baseDirection);
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}
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}
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@ -1,17 +1,20 @@
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using Cirno.Scripts.Components;
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using Cirno.Scripts.Actors;
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using Cirno.Scripts.Components;
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using Cirno.Scripts.Enums;
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using Cirno.Scripts.Utils;
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using Godot;
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namespace Cirno.Scripts.AttackPatterns;
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[GlobalClass]
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[Tool]
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public partial class LaserPattern : SpiralPattern
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public partial class LaserPattern : ShootingPattern3D
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{
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[ExportGroup("Laser")][Export] public float SpawnDelay { get; set; } = 0.3f; // Delay before beam appears
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[ExportGroup("Laser")][Export] public float PreFireTime { get; set; } = 0.5f; // Time before laser becomes lethal
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[ExportGroup("Laser")][Export] public float LethalTime { get; set; } = 1.5f; // Time laser remains lethal
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[ExportGroup("Laser")][Export] public Color PreFireColor { get; set; } = new Color(1, 0, 0, 0.5f); // Thin red beam
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[ExportGroup("Laser")][Export] public Color LethalColor { get; set; } = new Color(1, 0, 0, 1.0f); // Thicker beam
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[ExportGroup("Laser")][Export] public Color LethalColor { get; set; } = Colors.Red; // Thicker beam
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protected override BulletInfo MakeBullet(Vector2 position, int count = 1, float spread = 0f, float rotationOffset = 0f)
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{
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@ -26,4 +29,194 @@ public partial class LaserPattern : SpiralPattern
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return bf;
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}
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public override IPatternMachine MakeMachine(Node parent)
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{
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return new LaserPatternMachine(this, parent);
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}
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public class LaserPatternMachine(LaserPattern pattern, Node parent) : IPatternMachine
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{
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public Node Parent => parent;
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public IScriptHost3D ScriptHost { get; private set; }
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private double _timer;
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private double _burstTimer;
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private BulletSpawner3D _spawner;
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private ShootStatus _state = ShootStatus.Idle;
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private int _burstBullets;
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private int _currentBurstOffset;
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public void Start()
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{
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ScriptHost = Parent as IScriptHost3D;
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_timer = 0;
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_burstBullets = pattern.ShotsPerBurst;
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_burstTimer = pattern.burstInterval;
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_spawner = parent.GetNode<BulletSpawner3D>("BulletSpawner3D");
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_state = pattern.Delay == 0 ? ShootStatus.Shooting : ShootStatus.Idle;
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}
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public void UpdatePattern(double delta)
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{
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switch (_state)
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{
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case ShootStatus.Idle:
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IdleUpdate(delta);
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break;
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case ShootStatus.Done:
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return;
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case ShootStatus.Shooting:
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ShootingUpdate(delta);
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break;
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case ShootStatus.WaitingBurst:
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WaitingBurstUpdate(delta);
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break;
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case ShootStatus.WaitingReload:
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WaitingReloadUpdate(delta);
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break;
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}
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if (pattern.duration > -1 && _timer >= pattern.duration)
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{
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_state = ShootStatus.Done;
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}
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}
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private void IdleUpdate(double delta)
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{
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_timer += delta;
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if (_timer >= pattern.Delay)
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{
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_state = ShootStatus.Shooting;
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}
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}
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private void WaitingBurstUpdate(double delta)
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{
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_timer += delta;
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_burstTimer += delta;
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if (_burstTimer >= pattern.burstInterval)
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{
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_state = ShootStatus.Shooting;
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}
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}
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private void WaitingReloadUpdate(double delta)
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{
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_timer += delta;
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_burstTimer += delta;
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if (_burstTimer >= pattern.BurstRate)
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{
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_burstBullets = pattern.ShotsPerBurst;
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_state = ShootStatus.Shooting;
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}
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}
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private void ShootingUpdate(double delta)
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{
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_timer += delta;
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_burstTimer = 0;
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Shoot();
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_burstBullets--;
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if (_burstBullets <= 0)
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{
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if (pattern.LoopType == LoopType.PlayOnce)
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{
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_state = ShootStatus.Done;
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return;
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||||
}
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||||
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_state = ShootStatus.WaitingReload;
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_currentBurstOffset++;
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}
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else
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{
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_state = ShootStatus.WaitingBurst;
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}
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}
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private void Shoot()
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{
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if (pattern.BulletResource == null)
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{
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GD.PushError("LaserPattern: BulletResource is null! Cannot spawn laser.");
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_state = ShootStatus.Done;
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return;
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||||
}
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||||
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float angleOffset = pattern._rotationOffset + (float)(pattern.rotationSpeed * _timer) +
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(float)pattern.BurstRotationSpeed * _currentBurstOffset;
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||||
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||||
Vector2 direction = pattern.BulletResource.Direction;
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||||
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||||
// Rotate with parent rotation
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||||
if (pattern.UseParentRotationOffset)
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||||
{
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||||
direction = direction.Rotated(-_spawner.GlobalRotation.Y + Mathf.DegToRad(90));
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||||
}
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||||
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// Handle player targeting for 3D
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if (pattern._targetPlayer && GameController.Instance.PlayerPosition.HasValue)
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||||
{
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||||
if (pattern._predictPlayer && GameController.Instance.PlayerVelocity.HasValue)
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||||
{
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||||
var predictedDirection = MathFunctions.PredictInterceptPosition(
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_spawner.GlobalPosition.ToVector2(),
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GameController.Instance.PlayerPosition.Value.ToVector2(),
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GameController.Instance.PlayerVelocity.Value.ToVector2(),
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pattern.BulletResource.BulletSpeed);
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if (predictedDirection.HasValue)
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{
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direction = (predictedDirection.Value - _spawner.GlobalPosition.ToVector2()).Normalized();
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||||
}
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||||
}
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else
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||||
{
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||||
direction = (GameController.Instance.PlayerPosition.Value.ToVector2() -
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_spawner.GlobalPosition.ToVector2()).Normalized();
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||||
}
|
||||
}
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||||
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var spawnPosition = _spawner.GlobalPosition + pattern.EmitterOffset;
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||||
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// Create laser bullet with laser-specific properties
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var bullet = pattern.MakeBullet(
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spawnPosition.ToVector2(),
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pattern.bulletCount,
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pattern.spread,
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angleOffset);
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||||
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bullet.Direction = direction;
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_spawner.SpawnBullet(bullet, spawnPosition);
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||||
}
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||||
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||||
public bool IsComplete()
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{
|
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if (!pattern.WaitForCompletion) return _state is ShootStatus.Done;
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||||
if (_state is not ShootStatus.Done) return false;
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||||
|
||||
if (pattern.duration > -1)
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||||
{
|
||||
return (_timer >= pattern.duration);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private enum ShootStatus
|
||||
{
|
||||
Idle,
|
||||
Shooting,
|
||||
WaitingBurst,
|
||||
WaitingReload,
|
||||
Done
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,4 +1,5 @@
|
|||
using System.Collections.Generic;
|
||||
using Cirno.Scripts.Actors._3D;
|
||||
using Cirno.Scripts.Resources;
|
||||
using Cirno.Scripts.Utils;
|
||||
using Godot;
|
||||
|
|
@ -39,10 +40,13 @@ public class BulletInfo(BulletResource originalBulletResource)
|
|||
|
||||
#region Laser
|
||||
public bool IsLaser { get; set; }
|
||||
public float SpawnDelay { get; set; } = 0.3f; // Delay before beam appears
|
||||
public float PreFireTime { get; set; } = 0.5f; // Time before laser becomes lethal
|
||||
public float LethalTime { get; set; } = 1.5f; // Time laser remains lethal
|
||||
public Color PreFireColor { get; set; } = new Color(1, 0, 0, 0.5f); // Thin red beam
|
||||
public Color LethalColor { get; set; } = new Color(1, 0, 0, 1.0f); // Thicker beam
|
||||
public LaserConfig LaserConfig { get; set; } // For 3D lasers
|
||||
|
||||
// 2D Laser properties (legacy support)
|
||||
public float SpawnDelay { get; set; } = 0.3f;
|
||||
public float PreFireTime { get; set; } = 0.5f;
|
||||
public float LethalTime { get; set; } = 1.5f;
|
||||
public Color PreFireColor { get; set; } = new Color(1, 0, 0, 0.5f);
|
||||
public Color LethalColor { get; set; } = new Color(1, 0, 0, 1.0f);
|
||||
#endregion
|
||||
}
|
||||
|
|
@ -1,5 +1,6 @@
|
|||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Cirno.Scripts.Actors._3D;
|
||||
using Cirno.Scripts.Components;
|
||||
using Cirno.Scripts.Utils;
|
||||
using Godot;
|
||||
|
|
@ -32,6 +33,11 @@ public partial class BulletResource : Resource
|
|||
[Export]
|
||||
public BulletCreationModifier Modifier;
|
||||
[Export] public Array<TimeModifier> TimeModifiers;
|
||||
|
||||
// Laser-specific properties
|
||||
[ExportGroup("Laser Settings")]
|
||||
[Export] public bool IsLaser { get; set; }
|
||||
[Export] public LaserConfig LaserConfig { get; set; }
|
||||
|
||||
public BulletInfo MakeBullet(Vector2 position, int count = 1, float spread = 0f, float rotationOffset = 0f)
|
||||
{
|
||||
|
|
@ -59,6 +65,8 @@ public partial class BulletResource : Resource
|
|||
//Grazeable = Attributes.HasFlag(BulletFlags.Grazeable),
|
||||
GrazeValue = GrazeValue,
|
||||
Attributes = Attributes,
|
||||
IsLaser = IsLaser,
|
||||
LaserConfig = LaserConfig
|
||||
// TimeModifiers = TimeModifiers?.Where(mod => mod is TimeModifier).Cast<TimeModifier>().Select(m => new ModifierWrapper()
|
||||
// {
|
||||
// TimeModifier = m,
|
||||
|
|
|
|||
|
|
@ -1,6 +1,404 @@
|
|||
namespace Cirno.Scripts.Weapons;
|
||||
using Cirno.Scripts.Actors._3D;
|
||||
using Cirno.Scripts.Components;
|
||||
using Cirno.Scripts.Controllers;
|
||||
using Cirno.Scripts.Utils;
|
||||
using Godot;
|
||||
|
||||
public partial class LaserBullet3D : Bullet3D
|
||||
namespace Cirno.Scripts.Weapons;
|
||||
|
||||
/// <summary>
|
||||
/// Laser implementation that conforms to the IBullet interface.
|
||||
/// Wraps the Laser class functionality to integrate with the bullet system.
|
||||
/// </summary>
|
||||
public partial class LaserBullet3D : Area3D, IBullet
|
||||
{
|
||||
//private line3d
|
||||
}
|
||||
private BulletInfo _bulletInfo;
|
||||
|
||||
public float Speed { get; set; }
|
||||
public BulletOwner BulletOwner => _bulletInfo?.Owner ?? BulletOwner.None;
|
||||
public float Damage => _bulletInfo?.Damage ?? 1;
|
||||
public DamageType DamageType => _bulletInfo?.DamageType ?? DamageType.Neutral;
|
||||
public BulletInfo BulletInfo => _bulletInfo;
|
||||
public bool IsGrazed { get; set; }
|
||||
public bool IsFrozen { get; private set; }
|
||||
public bool Enabled { get; private set; }
|
||||
|
||||
private Vector2 _direction = Vector2.Right;
|
||||
private double _elapsedTime;
|
||||
|
||||
private MeshInstance3D _mesh;
|
||||
private CollisionShape3D _collision;
|
||||
private RayCast3D _ray;
|
||||
private ShaderMaterial _beamMaterial;
|
||||
private float _currentRadius;
|
||||
private Laser.LaserState _state = Laser.LaserState.Inactive;
|
||||
private float _stateTimer;
|
||||
private Vector3 _origin;
|
||||
private Vector3 _laserDirection;
|
||||
private float _currentLength;
|
||||
|
||||
[Signal]
|
||||
public delegate void OnDestroyEventHandler();
|
||||
|
||||
[Signal]
|
||||
public delegate void InitializedEventHandler();
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
_mesh = GetNode<MeshInstance3D>("MeshInstance3D");
|
||||
_collision = GetNode<CollisionShape3D>("CollisionShape3D");
|
||||
_ray = GetNode<RayCast3D>("RayCast3D");
|
||||
_beamMaterial = _mesh.MaterialOverride as ShaderMaterial;
|
||||
}
|
||||
|
||||
public void Initialize(BulletInfo bulletInfo)
|
||||
{
|
||||
_bulletInfo = bulletInfo;
|
||||
_elapsedTime = 0f;
|
||||
_direction = bulletInfo.Direction.Normalized();
|
||||
|
||||
IsGrazed = false;
|
||||
IsFrozen = false;
|
||||
|
||||
// Setup laser from direction
|
||||
_origin = GlobalPosition;
|
||||
_laserDirection = new Vector3(_direction.X, 0, _direction.Y).Normalized();
|
||||
|
||||
if (_bulletInfo.LaserConfig != null)
|
||||
{
|
||||
_ray.CollisionMask = _bulletInfo.LaserConfig.GeometryLayer;
|
||||
}
|
||||
|
||||
ChangeCollisionStateDeferred(true);
|
||||
|
||||
StartLaser();
|
||||
EmitSignal(SignalName.Initialized);
|
||||
}
|
||||
|
||||
private void StartLaser()
|
||||
{
|
||||
_mesh.Scale = Vector3.One;
|
||||
_collision.Scale = Vector3.One;
|
||||
|
||||
_stateTimer = 0f;
|
||||
_state = _bulletInfo.LaserConfig.WarningDuration > 0
|
||||
? Laser.LaserState.Warning
|
||||
: Laser.LaserState.Expanding;
|
||||
|
||||
UpdateVisualOrientation();
|
||||
SetRadius(_bulletInfo.LaserConfig.WarningRadius);
|
||||
}
|
||||
|
||||
public void Enable()
|
||||
{
|
||||
Enabled = true;
|
||||
Show();
|
||||
if (_collision != null)
|
||||
{
|
||||
_collision.SetDeferred(CollisionShape3D.PropertyName.Disabled, false);
|
||||
}
|
||||
}
|
||||
|
||||
public void Disable(bool hideSprite = true)
|
||||
{
|
||||
Enabled = false;
|
||||
if (hideSprite)
|
||||
{
|
||||
Hide();
|
||||
}
|
||||
if (_collision != null)
|
||||
{
|
||||
_collision.SetDeferred(CollisionShape3D.PropertyName.Disabled, true);
|
||||
}
|
||||
}
|
||||
|
||||
public void Graze()
|
||||
{
|
||||
if (!Enabled) return;
|
||||
IsGrazed = true;
|
||||
}
|
||||
|
||||
public void RotateBullet(float degrees)
|
||||
{
|
||||
float radians = Mathf.DegToRad(degrees);
|
||||
_direction = _direction.Rotated(radians).Normalized();
|
||||
_laserDirection = new Vector3(_direction.X, 0, _direction.Y).Normalized();
|
||||
UpdateVisualOrientation();
|
||||
}
|
||||
|
||||
public void RotateSpriteDegrees(float degrees)
|
||||
{
|
||||
// Lasers don't rotate sprite independently
|
||||
RotateBullet(degrees);
|
||||
}
|
||||
|
||||
public void RotateSprite(float radians)
|
||||
{
|
||||
// Lasers don't rotate sprite independently
|
||||
RotateBullet(Mathf.RadToDeg(radians));
|
||||
}
|
||||
|
||||
public void FacePlayer()
|
||||
{
|
||||
if (GameController.Instance.PlayerPosition.HasValue)
|
||||
{
|
||||
_direction = (GameController.Instance.PlayerPosition.Value.ToVector2() - GlobalPosition.ToVector2()).Normalized();
|
||||
_laserDirection = new Vector3(_direction.X, 0, _direction.Y).Normalized();
|
||||
UpdateVisualOrientation();
|
||||
}
|
||||
}
|
||||
|
||||
public void SetDirection(Vector2 direction)
|
||||
{
|
||||
_direction = direction.Normalized();
|
||||
_laserDirection = new Vector3(_direction.X, 0, _direction.Y).Normalized();
|
||||
UpdateVisualOrientation();
|
||||
}
|
||||
|
||||
public bool CanHit(BulletOwner bulletOwner, BulletOwner targetGroup)
|
||||
{
|
||||
if (bulletOwner == BulletOwner.None || targetGroup == BulletOwner.None)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
return bulletOwner != targetGroup;
|
||||
}
|
||||
|
||||
public void RequestCollisionDestruction()
|
||||
{
|
||||
// Lasers typically don't get destroyed on collision
|
||||
if (_bulletInfo.DestroyOnCollision)
|
||||
{
|
||||
Destroy();
|
||||
}
|
||||
}
|
||||
|
||||
public void Freeze()
|
||||
{
|
||||
IsFrozen = true;
|
||||
EmitSignal(SignalName.OnDestroy);
|
||||
PoolingManager.Instance.DisableBullet(this);
|
||||
}
|
||||
|
||||
public override void _Process(double delta)
|
||||
{
|
||||
if (!Enabled) return;
|
||||
|
||||
_elapsedTime += delta;
|
||||
|
||||
if (_elapsedTime >= _bulletInfo.LifeTime)
|
||||
{
|
||||
Destroy();
|
||||
return;
|
||||
}
|
||||
|
||||
if (_state == Laser.LaserState.Finished)
|
||||
return;
|
||||
|
||||
_stateTimer += (float)delta;
|
||||
|
||||
UpdateRaycast();
|
||||
UpdateBeam();
|
||||
|
||||
switch (_state)
|
||||
{
|
||||
case Laser.LaserState.Warning:
|
||||
if (_stateTimer >= _bulletInfo.LaserConfig.WarningDuration)
|
||||
TransitionTo(Laser.LaserState.Expanding);
|
||||
break;
|
||||
|
||||
case Laser.LaserState.Expanding:
|
||||
HandleExpansion();
|
||||
break;
|
||||
|
||||
case Laser.LaserState.Active:
|
||||
if (_bulletInfo.LaserConfig.ActiveDuration >= 0 &&
|
||||
_stateTimer >= _bulletInfo.LaserConfig.ActiveDuration)
|
||||
TransitionTo(Laser.LaserState.Finished);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private void TransitionTo(Laser.LaserState next)
|
||||
{
|
||||
_state = next;
|
||||
_stateTimer = 0f;
|
||||
|
||||
switch (next)
|
||||
{
|
||||
case Laser.LaserState.Expanding:
|
||||
if (_bulletInfo.LaserConfig.ExpansionDuration <= 0f)
|
||||
{
|
||||
SetRadius(_bulletInfo.LaserConfig.DamageRadius);
|
||||
EnableCollision();
|
||||
TransitionTo(Laser.LaserState.Active);
|
||||
}
|
||||
break;
|
||||
|
||||
case Laser.LaserState.Active:
|
||||
EnableCollision();
|
||||
SetRadius(_bulletInfo.LaserConfig.DamageRadius);
|
||||
break;
|
||||
|
||||
case Laser.LaserState.Finished:
|
||||
Destroy();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleExpansion()
|
||||
{
|
||||
if (_stateTimer < _bulletInfo.LaserConfig.ExpansionDelay)
|
||||
return;
|
||||
|
||||
var t = Mathf.Clamp(
|
||||
(_stateTimer - _bulletInfo.LaserConfig.ExpansionDelay) /
|
||||
Mathf.Max(_bulletInfo.LaserConfig.ExpansionDuration, 0.001f),
|
||||
0f, 1f
|
||||
);
|
||||
|
||||
var radius = Mathf.Lerp(_bulletInfo.LaserConfig.WarningRadius,
|
||||
_bulletInfo.LaserConfig.DamageRadius, t);
|
||||
SetRadius(radius);
|
||||
|
||||
if (t >= 1f)
|
||||
TransitionTo(Laser.LaserState.Active);
|
||||
}
|
||||
|
||||
private void UpdateRaycast()
|
||||
{
|
||||
_ray.TargetPosition = _laserDirection * _bulletInfo.LaserConfig.MaxLength;
|
||||
_ray.ForceRaycastUpdate();
|
||||
|
||||
_currentLength = _ray.IsColliding()
|
||||
? GlobalPosition.DistanceTo(_ray.GetCollisionPoint())
|
||||
: _bulletInfo.LaserConfig.MaxLength;
|
||||
}
|
||||
|
||||
private void UpdateVisualOrientation()
|
||||
{
|
||||
Basis look = Basis.LookingAt(_laserDirection, Vector3.Up);
|
||||
Basis correction = new Basis(Vector3.Right, Mathf.Pi / 2f);
|
||||
Basis finalBasis = look * correction;
|
||||
|
||||
_mesh.Basis = finalBasis;
|
||||
_collision.Basis = finalBasis;
|
||||
}
|
||||
|
||||
private void UpdateBeam()
|
||||
{
|
||||
if (_mesh.Mesh is CylinderMesh cyl)
|
||||
cyl.Height = _currentLength;
|
||||
|
||||
if (_collision.Shape is CapsuleShape3D capsule)
|
||||
capsule.Height = _currentLength;
|
||||
|
||||
Vector3 center = _origin + _laserDirection * (_currentLength * 0.5f);
|
||||
|
||||
Transform3D meshXform = _mesh.GlobalTransform;
|
||||
meshXform.Origin = center;
|
||||
_mesh.GlobalTransform = meshXform;
|
||||
|
||||
Transform3D colXform = _collision.GlobalTransform;
|
||||
colXform.Origin = center;
|
||||
_collision.GlobalTransform = colXform;
|
||||
}
|
||||
|
||||
private void SetRadius(float radius)
|
||||
{
|
||||
_currentRadius = radius;
|
||||
|
||||
if (_mesh.Mesh is CylinderMesh cyl)
|
||||
{
|
||||
cyl.TopRadius = radius;
|
||||
cyl.BottomRadius = radius;
|
||||
}
|
||||
|
||||
if (_collision.Shape is CapsuleShape3D capsule)
|
||||
capsule.Radius = radius;
|
||||
|
||||
UpdateMaterial();
|
||||
}
|
||||
|
||||
private void EnableCollision()
|
||||
{
|
||||
ChangeCollisionStateDeferred(false);
|
||||
}
|
||||
|
||||
private void ChangeCollisionStateDeferred(bool value)
|
||||
{
|
||||
_collision.SetDeferred(CollisionShape3D.PropertyName.Disabled, value);
|
||||
}
|
||||
|
||||
private void UpdateMaterial()
|
||||
{
|
||||
if (_beamMaterial == null)
|
||||
return;
|
||||
|
||||
_beamMaterial.SetShaderParameter("beam_length", _currentLength);
|
||||
_beamMaterial.SetShaderParameter("beam_radius", _currentRadius);
|
||||
|
||||
switch (_state)
|
||||
{
|
||||
case Laser.LaserState.Warning:
|
||||
_beamMaterial.SetShaderParameter("beam_color", new Color(1f, 1f, 0.2f));
|
||||
_beamMaterial.SetShaderParameter("intensity", 0.5f);
|
||||
break;
|
||||
|
||||
case Laser.LaserState.Active:
|
||||
_beamMaterial.SetShaderParameter("beam_color", new Color(1f, 0.2f, 0.2f));
|
||||
_beamMaterial.SetShaderParameter("intensity", 1.0f);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public bool IsPointInsideBeam(Vector3 worldPoint)
|
||||
{
|
||||
if (_state != Laser.LaserState.Active)
|
||||
return false;
|
||||
|
||||
Vector3 local = worldPoint - _origin;
|
||||
float projection = local.Dot(_laserDirection);
|
||||
|
||||
if (projection < 0 || projection > _currentLength)
|
||||
return false;
|
||||
|
||||
Vector3 closestPoint = _origin + _laserDirection * projection;
|
||||
float distanceSq = worldPoint.DistanceSquaredTo(closestPoint);
|
||||
|
||||
float radius = _bulletInfo.LaserConfig.DamageRadius;
|
||||
return distanceSq <= radius * radius;
|
||||
}
|
||||
|
||||
private void _on_area_entered(Area3D area)
|
||||
{
|
||||
if (!Enabled || _state != Laser.LaserState.Active) return;
|
||||
|
||||
if (area.IsInGroup("Destroyable") && area is IDestructible destructible &&
|
||||
CanHit(BulletOwner, destructible.BulletGroup))
|
||||
{
|
||||
destructible.Hit(Damage, DamageType);
|
||||
RequestCollisionDestruction();
|
||||
}
|
||||
}
|
||||
|
||||
private void _on_body_entered(Node3D body)
|
||||
{
|
||||
if (!Enabled || _state != Laser.LaserState.Active) return;
|
||||
|
||||
if (body.IsInGroup("Destroyable") && body is IDestructible destructible &&
|
||||
CanHit(BulletOwner, destructible.BulletGroup))
|
||||
{
|
||||
destructible.Hit(Damage, DamageType);
|
||||
RequestCollisionDestruction();
|
||||
}
|
||||
}
|
||||
|
||||
private void Destroy()
|
||||
{
|
||||
EmitSignal(SignalName.OnDestroy);
|
||||
PoolingManager.Instance.DisableBullet(this);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue