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Destroyable props
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93469062a1
commit
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52 changed files with 1387 additions and 18428 deletions
150
Scripts/Actors/Destructible3D.cs
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150
Scripts/Actors/Destructible3D.cs
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using System.Linq;
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using Cirno.Scripts.Controllers;
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using Cirno.Scripts.Resources;
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using Cirno.Scripts.Utils;
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using Cirno.Scripts.Weapons;
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using Godot;
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using Godot.Collections;
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namespace Cirno.Scripts.Actors;
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public partial class Destructible3D : StaticBody3D, IDestructible
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{
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[Export] public bool Indestructible { get; private set; }
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[Export] public float Health = 1f;
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[Export] public PackedScene DebrisScene { get; set; }
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[Export] public PackedScene ExplosionParticles { get; set; }
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[Export] public BulletResource ExplosionData { get; set; }
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[Export] public BulletOwner BulletGroup { get; set; } = BulletOwner.None;
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[Export] public Array<DamageResistance> DamageResistances { get; set; } = [];
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[ExportCategory("On Death Activation")]
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[Export]
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public ActivationType ActivationType { get; private set; } = ActivationType.Toggle;
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[Export]
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public Node Target { get; private set;}
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[Signal]
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public delegate void ExplodedEventHandler();
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private float _currentHealth = 0f;
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private bool _isDestroyed = false;
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public override void _Ready()
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{
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_currentHealth = Health;
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}
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private void Explode()
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{
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//ApplyExplosionDamage();
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EmitSignal(SignalName.Exploded, this, _currentHealth);
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ActivateOnDeath();
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CreateExplosion();
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CreateParticles();
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CreateDebris();
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QueueFree();
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//GameManager.Instance.RebakeNavigation();
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//GameManager.Instance.RecalculateTilemap(this.GlobalPosition);
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}
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private void ActivateOnDeath()
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{
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if (Target is IActivable node)
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{
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node.Activate(ActivationType);
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}
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}
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private void CreateExplosion()
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{
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if (ExplosionData == null) return;
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var explosion = PoolingManager.Instance.SpawnBullet<Bullet3D>(ExplosionData);
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explosion.GlobalPosition = this.GlobalPosition;
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explosion.Speed = 0;
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explosion.Initialize(ExplosionData.MakeBullet(new Vector2(this.GlobalPosition.X, this.GlobalPosition.Y)));
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}
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// private void ApplyExplosionDamage()
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// {
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// var spaceState = GetWorld2D().DirectSpaceState;
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// var query = new PhysicsShapeQueryParameters2D();
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// var shape = new CircleShape2D { Radius = ExplosionRadius };
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//
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// query.SetShape(shape);
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// query.Transform = new Transform2D(0, GlobalPosition);
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// query.CollideWithBodies = false;
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// query.CollideWithAreas = true;
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// //query.CollisionMask = ;
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//
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// var results = spaceState.IntersectShape(query);
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//
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// GD.Print($"Shapes in range: {results.Count}");
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//
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// foreach (var result in results)
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// {
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// if (result.TryGetValue("collider", out var colliderObj))
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// {
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//
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// var collider = colliderObj.As<Node2D>();
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//
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//
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// if (collider.GetParent<Area2D>() is IDestructible destructible)
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// {
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// GD.Print($"HITTING {collider.Name}");
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// destructible.Hit(ExplosionDamage);
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// }
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// else {
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// GD.Print($"Collider {collider.Name} was not idestructible");
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// }
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// }
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// }
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// }
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private void CreateDebris()
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{
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if (DebrisScene == null) return;
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this.CreateSibling<Destructible3D>(DebrisScene);
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}
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private void CreateParticles()
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{
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if (ExplosionParticles == null) {
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return;
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}
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var particle = this.CreateSibling<GpuParticles3D>(ExplosionParticles);
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if (particle == null) return;
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particle.Emitting = true;
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}
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public void Hit(float damage, DamageType damageType = DamageType.Neutral)
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{
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if (_isDestroyed || Indestructible) return;
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var dmg = DamageResistances.Aggregate(damage, (current, resistance) => current * resistance.CalculateDamage(current, damageType));
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_currentHealth -= dmg;
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if (_currentHealth > 0) return;
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_isDestroyed = true;
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Explode();
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}
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public bool IsDestroyed()
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{
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return _isDestroyed;
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}
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}
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1
Scripts/Actors/Destructible3D.cs.uid
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1
Scripts/Actors/Destructible3D.cs.uid
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@ -0,0 +1 @@
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uid://ccxnvbthsvka3
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@ -51,11 +51,11 @@ public partial class Bullet : Area2D, IBullet
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_collisionShape2D = GetNode<CollisionShape2D>("CollisionShape2D");
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}
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public void Initialize(BulletInfo bulletInfo, GameManager gameManager)
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public void Initialize(BulletInfo bulletInfo)
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{
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_bulletInfo = bulletInfo;
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_gameManager = gameManager;
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_gameManager = GameManager.Instance;
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_elapsedTime = 0f;
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@ -43,7 +43,7 @@ public partial class DeathAnimationHandler : ActorModule
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var explosion = _actor.CreateSibling<Bullet>(ExplosionData.BulletScene);
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explosion.Speed = 0;
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explosion.Initialize(ExplosionData.MakeBullet(_actor.GlobalPosition), GameManager.Instance);
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explosion.Initialize(ExplosionData.MakeBullet(_actor.GlobalPosition));
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}
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private void CreateParticles()
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@ -34,7 +34,7 @@ public partial class BulletSpawner : Node2D
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bulletInfo = bulletInfo.Modifier.ModifyBullet(bulletInfo, i, bulletInfo.BulletCount);
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}
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bullet.Initialize(bulletInfo, _gameManager);
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bullet.Initialize(bulletInfo);
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// float modifiedSpeed = bulletInfo.Modifier?.ModifySpeed(bulletInfo.Speed, i, bulletInfo.BulletCount) ?? bulletInfo.Speed;
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// bullet.Speed = modifiedSpeed;
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@ -238,7 +238,7 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
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//var bullet = this.CreateChildOf<Bullet>(_gameManager.BulletsContainer, item.WeaponData.BulletData.BulletScene, this.GlobalPosition);
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bullet.Initialize(bulletData, _gameManager);
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bullet.Initialize(bulletData);
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//bullet.SetDirection(ShootDirection);
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bullet.SetDirection(_facingDirection);
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@ -25,7 +25,7 @@ public partial class SpiderbombEffectResource : ItemEffectResource
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var bulletData = item.WeaponData.MakeBullet(parent.Machine.MainObject.GlobalPosition);
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bullet.Initialize(bulletData, GameManager.Instance);
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bullet.Initialize(bulletData);
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bullet.SetDirection(parent.FacingDirection);
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bullet.RotateSpriteDegrees(-90);
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//bullet.SetDirection(_facingDirection);
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24
Scripts/Utils/MapProxy3D.cs
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24
Scripts/Utils/MapProxy3D.cs
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using Godot;
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namespace Cirno.Scripts.Utils;
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[Tool]
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public partial class MapProxy3D : Node3D
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{
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[ExportToolButton("Rebuild")] public Callable RebuildButton => Callable.From(Rebuild);
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public void Rebuild()
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{
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if (!Engine.IsEditorHint()) return;
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var children = GetChildren();
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foreach (var child in children)
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{
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if (child.HasMethod("verify_and_build"))
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{
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child.Call("verify_and_build");
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}
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}
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}
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}
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1
Scripts/Utils/MapProxy3D.cs.uid
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1
Scripts/Utils/MapProxy3D.cs.uid
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uid://crpgy1o73rtlx
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64
Scripts/Utils/Tools3D.cs
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64
Scripts/Utils/Tools3D.cs
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@ -0,0 +1,64 @@
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using Godot;
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namespace Cirno.Scripts.Utils;
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public static class Tools3D
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{
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public static T CreateChild<T>(this Node3D node, PackedScene prefab) where T : Node3D
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{
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return CreateChild<T>(node, prefab, node.GlobalPosition);
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}
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public static T CreateChild<T>(this Node3D node, PackedScene prefab, Vector3 position) where T : Node3D
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{
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return CreateChildOf<T>(node, node, prefab, position);
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// if (prefab == null) return null;
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// var newInstance = prefab.Instantiate<T>();
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// node.GetParent().CallDeferred("add_child", newInstance);
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// // Need to use parent instead of owner because tilemap scenes have no owner
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// //node.Owner.CallDeferred("add_child", newInstance);
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// newInstance.Transform = node.GlobalTransform;
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// newInstance.Position = position;
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//
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// return newInstance;
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}
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public static T CreateSibling<T>(this Node3D node, PackedScene prefab) where T : Node3D
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{
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return CreateChildOf<T>(node, node.GetParent<Node3D>(), prefab, node.GlobalPosition);
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}
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public static T CreateSibling<T>(this Node3D node, PackedScene prefab, Vector3 position) where T : Node3D
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{
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return CreateChildOf<T>(node, node.GetParent<Node3D>(), prefab, position);
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}
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public static T CreateChildOf<T>(this Node3D node, Node3D parentNode, PackedScene prefab) where T : Node3D
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{
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return CreateChildOf<T>(node, parentNode, prefab, node.GlobalPosition);
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}
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public static T CreateChildOf<T>(this Node3D node, Node3D parentNode, PackedScene prefab, Vector3 position) where T : Node3D
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{
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if (prefab == null)
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{
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GD.PrintErr("Tried to instantiate a null prefab");
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return null;
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}
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if (parentNode == null)
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{
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GD.PrintErr("Tried to instantiate child of a null parent");
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return null;
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}
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var newInstance = prefab.Instantiate<T>();
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//node.GetParent().CallDeferred("add_child", newInstance);
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parentNode.CallDeferred("add_child", newInstance);
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//newInstance.Transform = node.GlobalTransform;
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newInstance.Position = parentNode.ToLocal(position);
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return newInstance;
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}
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}
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1
Scripts/Utils/Tools3D.cs.uid
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1
Scripts/Utils/Tools3D.cs.uid
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uid://frydabuff8ab
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@ -189,7 +189,7 @@ public partial class Weapon : Node2D
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GetBulletStrengthMultiplier(bulletData.Damage, bulletData.OriginalBulletResource.MaxDamage, 20);
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}
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bullet.Initialize(bulletData, _gameManager);
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bullet.Initialize(bulletData);
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//bullet.SetDirection(ShootDirection);
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bullet.SetDirection(spreadDirection);
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@ -26,8 +26,6 @@ public partial class Bullet3D : Area3D, IBullet
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private List<ModifierWrapper> _modifiers = new();
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private GameManager _gameManager;
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public bool IsGrazed { get; set; } = false;
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public bool IsFrozen { get; private set; } = false;
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@ -49,11 +47,10 @@ public partial class Bullet3D : Area3D, IBullet
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_collisionShape = GetNode<CollisionShape3D>("CollisionShape");
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}
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public void Initialize(BulletInfo bulletInfo, GameManager gameManager)
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public void Initialize(BulletInfo bulletInfo)
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{
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_bulletInfo = bulletInfo;
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_gameManager = gameManager;
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_elapsedTime = 0f;
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@ -163,12 +160,12 @@ public partial class Bullet3D : Area3D, IBullet
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public void FacePlayer()
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{
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if (_gameManager.Player != null)
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{
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//_direction = (_gameManager.PlayerPosition.Value - this.GlobalPosition).Normalized();
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RotateBullet(0); // quick hack to rotate lasers
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//LookAt(player.GlobalPosition);
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}
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// if (_gameManager.Player != null)
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// {
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// //_direction = (_gameManager.PlayerPosition.Value - this.GlobalPosition).Normalized();
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// RotateBullet(0); // quick hack to rotate lasers
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// //LookAt(player.GlobalPosition);
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// }
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}
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@ -236,6 +233,16 @@ public partial class Bullet3D : Area3D, IBullet
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private void _on_body_entered(Node3D body)
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{
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if (body.IsInGroup("Destroyable") && body is IDestructible destructible &&
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CanHit(BulletOwner, destructible.BulletGroup))
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{
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// hit
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destructible.Hit(Damage, DamageType);
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RequestCollisionDestruction();
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return;
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}
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if (body.IsInGroup("Solid"))
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{
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//Debug.WriteLine("Collision");
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@ -18,7 +18,7 @@ public interface IBullet
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public delegate void OnDestroyEventHandler();
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public void Initialize(BulletInfo bulletInfo, GameManager gameManager);
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public void Initialize(BulletInfo bulletInfo);
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public void Enable();
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public void Disable(bool hideSprite = true);
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@ -182,7 +182,7 @@ public partial class Weapon3D : Node3D
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GetBulletStrengthMultiplier(bulletData.Damage, bulletData.OriginalBulletResource.MaxDamage, 20);
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}
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bullet.Initialize(bulletData, _gameManager);
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bullet.Initialize(bulletData);
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//bullet.SetDirection(ShootDirection);
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bullet.SetDirection(spreadDirection);
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