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https://gitlab.com/MaddoScientisto/cirnogodot.git
synced 2026-06-11 22:15:53 +00:00
Scriptable bullet emitter
This commit is contained in:
parent
d62538a382
commit
4261009c33
17 changed files with 251 additions and 74 deletions
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@ -1,4 +1,5 @@
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using System.Threading.Tasks;
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using Cirno.Scripts.AttackPatterns;
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using Cirno.Scripts.Resources;
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using Cirno.Scripts.Resources.ScriptableBullets;
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using Cirno.Scripts.UI;
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@ -7,7 +8,7 @@ using Godot.Collections;
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namespace Cirno.Scripts.Actors;
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public partial class Boss : Enemy, IActivable
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public partial class Boss : Enemy, IActivable, IScriptHost
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{
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[Export] public string BossName { get; private set; }
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//[Export] private Array<BossPhase> Phases;
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64
Scripts/Actors/ScriptableBulletsEmitter.cs
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64
Scripts/Actors/ScriptableBulletsEmitter.cs
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@ -0,0 +1,64 @@
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using System;
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using Cirno.Scripts.AttackPatterns;
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using Cirno.Scripts.Resources;
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using Godot;
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namespace Cirno.Scripts.Actors;
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public partial class ScriptableBulletsEmitter : Area2D, IActivable, IScriptHost
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{
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[Export]
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public BulletScript Script { get; private set; }
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private bool _isActive = false;
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public override void _Ready()
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{
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_homePosition = this.GlobalPosition;
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}
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public bool Activate(ActivationType activationType = ActivationType.Toggle)
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{
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switch (activationType)
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{
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case ActivationType.Use:
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case ActivationType.Toggle:
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_isActive = !_isActive;
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break;
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case ActivationType.Close:
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case ActivationType.Enable:
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_isActive = true;
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break;
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case ActivationType.Open:
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case ActivationType.Disable:
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_isActive = false;
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break;
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case ActivationType.Destroy:
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_isActive = false;
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break;
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}
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if (_isActive)
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{
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Script.Start(this);
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}
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return true;
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}
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public override void _Process(double delta)
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{
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if (!_isActive) return;
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Script.UpdatePhase(delta);
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}
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private Vector2 _homePosition;
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public Vector2 HomePosition => _homePosition;
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public void ChangeSpriteDirection(Vector2 direction)
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{
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}
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}
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1
Scripts/Actors/ScriptableBulletsEmitter.cs.uid
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1
Scripts/Actors/ScriptableBulletsEmitter.cs.uid
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@ -0,0 +1 @@
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uid://c1gu44a1kkmt1
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9
Scripts/AttackPatterns/IScriptHost.cs
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9
Scripts/AttackPatterns/IScriptHost.cs
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@ -0,0 +1,9 @@
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using Godot;
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namespace Cirno.Scripts.AttackPatterns;
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public interface IScriptHost
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{
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public Vector2 HomePosition { get; }
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public void ChangeSpriteDirection(Vector2 direction);
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}
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@ -16,23 +16,28 @@ public partial class MovementPattern : AttackPattern
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private Tween tween;
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private bool isComplete = false;
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public override void Start(Boss boss)
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protected IScriptHost Boss;
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public override void Start(Node2D parent)
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{
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if (parent is not IScriptHost boss)
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return;
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Boss = boss;
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tween = boss.CreateTween();
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tween = parent.CreateTween();
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isComplete = false;
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Vector2 targetPosition = (Boss?.HomePosition ?? boss.GlobalPosition) + this.relativeTargetPosition;
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Vector2 targetPosition = (Boss?.HomePosition ?? parent.GlobalPosition) + this.relativeTargetPosition;
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tween.TweenProperty(Boss, "position", targetPosition, moveDuration)
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tween.TweenProperty(Parent, "position", targetPosition, moveDuration)
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.SetTrans(transitionType)
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.SetEase(easeType)
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.Finished += () => isComplete = true;
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if (shootingPattern != null && !WaitForCompletion)
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{
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shootingPattern.Start(boss);
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shootingPattern.Start(Parent);
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}
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}
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@ -19,12 +19,12 @@ public partial class PatternTest : AttackPattern
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private double burstTimer;
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private BulletSpawner spawner;
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public override void Start(Boss boss)
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public override void Start(Node2D parent)
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{
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Boss = boss;
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Parent = parent;
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timer = 0;
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burstTimer = 0;
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spawner = boss.GetNode<BulletSpawner>("BulletSpawner");
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spawner = Parent.GetNode<BulletSpawner>("BulletSpawner");
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}
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public override void UpdatePattern(double delta)
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@ -33,7 +33,7 @@ public partial class PatternTest : AttackPattern
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burstTimer += delta;
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if (timer < duration && burstTimer >= burstInterval)
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{
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spawner.SpawnBullet(Boss.GlobalPosition, Vector2.Right, bulletSpeed, owner, bulletCount, bulletScene: BulletScene);
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spawner.SpawnBullet(Parent.GlobalPosition, Vector2.Right, bulletSpeed, owner, bulletCount, bulletScene: BulletScene);
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burstTimer = 0;
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}
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}
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@ -13,19 +13,19 @@ namespace Cirno.Scripts.AttackPatterns;
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public partial class SpiralPattern : AttackPattern
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{
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[Export] public BulletResource BulletResource { get; set; }
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[Export] public PackedScene BulletScene;
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[Export] private float _bulletLifeTime = 20f; // Switch to res
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[Export] private bool _destroyOnCollision = false; // Switch to res
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[Export] private float bulletSpeed = 5f; // Switch to res
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//Export] public PackedScene BulletScene;
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//[Export] private float _bulletLifeTime = 20f; // Switch to res
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//[Export] private bool _destroyOnCollision = false; // Switch to res
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//[Export] private float bulletSpeed = 5f; // Switch to res
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[Export] private int bulletCount = 16;
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[Export] private float rotationSpeed = 0f;
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[Export] private float _rotationOffset = 0f;
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[Export] private float duration = 5f;
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[Export] private float burstInterval = 0.5f;
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[Export] private float spread = 360f;
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[Export] private BulletOwner owner = BulletOwner.Enemy; // Switch to res
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[Export] private DamageType _damageType = DamageType.Neutral; // Switch to res
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[Export] private float _bulletDamage = 1f; // Switch to res
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//[Export] private BulletOwner owner = BulletOwner.Enemy; // Switch to res
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//[Export] private DamageType _damageType = DamageType.Neutral; // Switch to res
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//[Export] private float _bulletDamage = 1f; // Switch to res
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[ExportGroup("Modifiers")]
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[Export] private BulletCreationModifier _modifier;
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[ExportGroup("Modifiers")]
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@ -37,12 +37,12 @@ public partial class SpiralPattern : AttackPattern
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private double burstTimer;
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private BulletSpawner spawner;
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public override void Start(Boss boss)
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public override void Start(Node2D parent)
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{
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Boss = boss;
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Parent = parent;
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timer = 0;
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burstTimer = burstInterval; // start immediately
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spawner = boss.GetNode<BulletSpawner>("BulletSpawner");
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spawner = parent.GetNode<BulletSpawner>("BulletSpawner");
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}
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public override void UpdatePattern(double delta)
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@ -55,12 +55,12 @@ public partial class SpiralPattern : AttackPattern
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Vector2 direction = BulletResource.Direction;
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if (_targetPlayer && Boss.GameManager.PlayerPosition.HasValue)
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if (_targetPlayer && GameManager.Instance.PlayerPosition.HasValue)
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{
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direction = (Boss.GameManager.PlayerPosition.Value - Boss.GlobalPosition).Normalized();
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direction = (GameManager.Instance.PlayerPosition.Value - Parent.GlobalPosition).Normalized();
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}
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var bullet = BulletResource.MakeBullet(Boss.GlobalPosition, bulletCount, spread, angleOffset);
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var bullet = BulletResource.MakeBullet(Parent.GlobalPosition, bulletCount, spread, angleOffset);
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bullet.Direction = direction;
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//spawner.SpawnBullet(MakeBullet(Boss.GlobalPosition, direction, angleOffset));
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@ -94,25 +94,27 @@ public partial class SpiralPattern : AttackPattern
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{
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var bl = BulletResource.MakeBullet(position, bulletCount, angleOffset);
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bl.Direction = direction;
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return bl;
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return new BulletInfo()
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{
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Position = position,
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Direction = direction,
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LifeTime = _bulletLifeTime,
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DestroyOnCollision = _destroyOnCollision,
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Speed = bulletSpeed,
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Owner = owner,
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DamageType = _damageType,
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Damage = _bulletDamage,
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BulletCount = bulletCount,
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Spread = spread,
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BulletScene = BulletScene,
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RotationOffset = angleOffset,
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Modifier = _modifier,
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TimeModifiers = _timeModifiers.ToList()// _timeModifiers.Select(x => x.MakeClone()).ToList()
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// TimeModifiers = _timeModifiers?.Where(mod => mod != null).ToList() ?? new List<TimeModifier>()
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};
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// return new BulletInfo()
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// {
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// Position = position,
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// Direction = direction,
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// LifeTime = _bulletLifeTime,
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// DestroyOnCollision = _destroyOnCollision,
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// Speed = bulletSpeed,
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// Owner = owner,
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// DamageType = _damageType,
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// Damage = _bulletDamage,
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// BulletCount = bulletCount,
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// Spread = spread,
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// BulletScene = BulletScene,
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// RotationOffset = angleOffset,
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// Modifier = _modifier,
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// TimeModifiers = _timeModifiers.ToList()// _timeModifiers.Select(x => x.MakeClone()).ToList()
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// // TimeModifiers = _timeModifiers?.Where(mod => mod != null).ToList() ?? new List<TimeModifier>()
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// };
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}
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public override bool IsComplete()
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@ -23,16 +23,14 @@ public partial class TargetedPattern : AttackPattern
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private double burstTimer;
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private BulletSpawner spawner;
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//private Node2D player;
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private GameManager _gameManager;
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public override void Start(Boss boss)
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public override void Start(Node2D parent)
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{
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_gameManager = boss.GetNode<GameManager>("/root/GameScene");
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Boss = boss;
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Parent = parent;
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timer = 0;
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burstTimer = 0;
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spawner = boss.GetNode<BulletSpawner>("BulletSpawner");
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spawner = Parent.GetNode<BulletSpawner>("BulletSpawner");
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}
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@ -40,9 +38,9 @@ public partial class TargetedPattern : AttackPattern
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{
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timer += delta;
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burstTimer += delta;
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if (timer < duration && burstTimer >= burstInterval && _gameManager.PlayerPosition.HasValue)
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if (timer < duration && burstTimer >= burstInterval && GameManager.Instance.PlayerPosition.HasValue)
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{
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spawner.SpawnTargetedBullet(Boss.GlobalPosition, _gameManager.PlayerPosition.Value, bulletSpeed, owner, BulletScene, bulletsPerShot, spread, modifier);
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spawner.SpawnTargetedBullet(Parent.GlobalPosition, GameManager.Instance.PlayerPosition.Value, bulletSpeed, owner, BulletScene, bulletsPerShot, spread, modifier);
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burstTimer = 0;
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}
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}
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@ -6,9 +6,9 @@ namespace Cirno.Scripts.Resources;
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[GlobalClass]
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public abstract partial class AttackPattern : Resource
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{
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public Boss Boss;
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public Node2D Parent;
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[Export] public bool WaitForCompletion = true;
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public abstract void Start(Boss boss);
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public abstract void Start(Node2D parent);
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public abstract void UpdatePattern(double delta);
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public abstract bool IsComplete();
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}
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@ -31,7 +31,7 @@ public partial class BossPhase : Resource
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if (!currentPattern.WaitForCompletion || currentPattern.IsComplete())
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{
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currentPatternIndex = (currentPatternIndex + 1) % Patterns.Count;
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Patterns[currentPatternIndex].Start(currentPattern.Boss);
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Patterns[currentPatternIndex].Start(currentPattern.Parent);
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}
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}
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}
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41
Scripts/Resources/BulletScript.cs
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41
Scripts/Resources/BulletScript.cs
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using System.Linq;
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using Godot;
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using Godot.Collections;
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namespace Cirno.Scripts.Resources;
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[GlobalClass]
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public partial class BulletScript : Resource
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{
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[Export]
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public Array<AttackPattern> Patterns { get; private set; }
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private Node2D _parent;
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private int _currentPatternIndex = 0;
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private double _patternTimer;
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private AttackPattern CurrentPattern => Patterns[_currentPatternIndex];
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public void Start(Node2D parent)
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{
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_parent = parent;
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if (Patterns.Count == 0) return;
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_currentPatternIndex = 0;
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CurrentPattern.Start(parent);
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}
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public void UpdatePhase(double delta)
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{
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_patternTimer += delta;
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CurrentPattern.UpdatePattern(delta);
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if (!CurrentPattern.WaitForCompletion || CurrentPattern.IsComplete())
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{
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_currentPatternIndex = (_currentPatternIndex + 1) % Patterns.Count;
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CurrentPattern.Start(_parent);
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}
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}
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}
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1
Scripts/Resources/BulletScript.cs.uid
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1
Scripts/Resources/BulletScript.cs.uid
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uid://bngko08ho85p6
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@ -11,11 +11,11 @@ public partial class PatternGroup : AttackPattern
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[Export] private Array<AttackPattern> patterns;
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private int currentPatternIndex = 0;
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public override void Start(Boss boss)
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public override void Start(Node2D parent)
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{
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Boss = boss;
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Parent = parent;
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currentPatternIndex = 0;
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patterns[currentPatternIndex].Start(boss);
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patterns[currentPatternIndex].Start(parent);
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}
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public override void UpdatePattern(double delta)
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@ -29,7 +29,7 @@ public partial class PatternGroup : AttackPattern
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currentPatternIndex++;
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if (currentPatternIndex < patterns.Count)
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{
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patterns[currentPatternIndex].Start(Boss);
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patterns[currentPatternIndex].Start(Parent);
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}
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}
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}
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@ -1,4 +1,5 @@
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using Cirno.Scripts.Actors;
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using Cirno.Scripts.AttackPatterns;
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using Godot;
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namespace Cirno.Scripts.Resources;
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@ -14,16 +15,22 @@ public partial class SimpleMovementPattern : AttackPattern
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private Tween tween;
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private bool isComplete = false;
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public override void Start(Boss boss)
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protected IScriptHost Boss;
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public override void Start(Node2D parent)
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{
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Parent = parent;
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if (parent is not IScriptHost boss)
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return;
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Boss = boss;
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tween = boss.CreateTween();
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tween = Parent.CreateTween();
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isComplete = false;
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Vector2 targetPosition = (Boss?.HomePosition ?? boss.GlobalPosition) + relativeTargetPosition;
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Vector2 targetPosition = (Boss?.HomePosition ?? Parent.GlobalPosition) + relativeTargetPosition;
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boss.ChangeSpriteDirection(-(boss.GlobalPosition - targetPosition));
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tween.TweenProperty(Boss, "global_position", targetPosition, moveDuration)
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boss.ChangeSpriteDirection(-(Parent.GlobalPosition - targetPosition));
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tween.TweenProperty(Parent, "global_position", targetPosition, moveDuration)
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.SetTrans(transitionType)
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.SetEase(easeType)
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.Finished += () =>
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