Redesigned bullet emitters

This commit is contained in:
MaddoScientisto 2025-03-14 23:04:59 +01:00
commit 7b24e47739
16 changed files with 306 additions and 28 deletions

View file

@ -14,33 +14,74 @@ public partial class BulletEmitter : Node2D, IActivable
public bool EmitOnStart { get; set; } = false;
[Export]
public float EmitCoolDown { get; private set; } = 1f;
public bool InvertSignal { get; private set; } = false;
[Export]
public float EmitCoolDown { get; private set; } = 0.2f;
[Export] public float BurstCoolDown { get; private set; } = 2f;
[Export] public float Spread { get; set; } = 0f;
[Export] public int Count { get; set; } = 1;
[Export] public float EmissionRotation { get; set; } = 0f;
[Export] public float RotationSpeed { get; private set; } = 0f;
[Export] public int BulletsPerBurst { get; private set; } = 1;
[Signal]
public delegate void StateChangedEventHandler(bool isEmitting);
private BulletSpawner _bulletSpawner;
protected bool IsEmitting = false;
private double _emitTimer = 0f;
private double _reloadTimer = 0f;
private float _currentEmissionRotation = 0f;
private int _currentBullets = 0;
private bool _isReloading = false;
public override void _Ready()
{
_bulletSpawner = GetNode<BulletSpawner>("BulletSpawner");
_currentEmissionRotation = EmissionRotation;
_currentBullets = BulletsPerBurst;
if (EmitOnStart)
{
IsEmitting = true;
CallDeferred(MethodName.Shoot);
}
EmitSignal(SignalName.StateChanged, IsEmitting);
}
public override void _Process(double delta)
{
if (!IsEmitting) return;
if (_isReloading)
{
_reloadTimer += delta;
if (_reloadTimer >= BurstCoolDown)
{
_currentBullets = BulletsPerBurst;
_isReloading = false;
_reloadTimer = 0f;
}
return;
}
_emitTimer += delta;
if (_emitTimer >= EmitCoolDown)
@ -52,7 +93,16 @@ public partial class BulletEmitter : Node2D, IActivable
public void Shoot()
{
_bulletSpawner.SpawnBullet(BulletResource.MakeBullet(this.GlobalPosition, Count, Spread, EmissionRotation));
_bulletSpawner.SpawnBullet(BulletResource.MakeBullet(this.GlobalPosition, Count, Spread, _currentEmissionRotation));
_currentEmissionRotation += RotationSpeed;
_currentBullets--;
if (_currentBullets <= 0)
{
_isReloading = true;
}
}
public bool Activate(ActivationType activationType = ActivationType.Toggle)
@ -61,12 +111,12 @@ public partial class BulletEmitter : Node2D, IActivable
{
case ActivationType.Open:
case ActivationType.Enable:
IsEmitting = true;
IsEmitting = !InvertSignal;
_emitTimer = 0;
break;
case ActivationType.Close:
case ActivationType.Disable:
IsEmitting = false;
IsEmitting = InvertSignal;
_emitTimer = 0;
break;
case ActivationType.Use:
@ -77,7 +127,8 @@ public partial class BulletEmitter : Node2D, IActivable
case ActivationType.Destroy:
break;
}
EmitSignal(SignalName.StateChanged, IsEmitting);
return true;
}
}

View file

@ -0,0 +1,17 @@
using Godot;
using System;
public partial class EmitterActivationStateSprite : Sprite2D
{
public void ChangeState(bool enabled)
{
if (enabled)
{
this.Frame = 1;
}
else
{
this.Frame = 0;
}
}
}

View file

@ -0,0 +1 @@
uid://701a3no2cu45

View file

@ -19,15 +19,23 @@ public partial class GenericDamageReceiver : Area2D, IHittable
private Node2D _parent;
public bool Enabled { get; private set; } = true;
public override void _Ready()
{
_parent = GetParent<Node2D>();
HealthProvider.FillResource();
HealthProvider.ResourceDepleted += OnDeath;
}
public void ChangeState(bool enabled)
{
Enabled = enabled;
}
private void _on_damage_hitbox_area_entered(Area2D area)
{
if (!Enabled) return;
if (Invulnerable) return;
if (area is not Bullet bullet) return;
@ -46,6 +54,7 @@ public partial class GenericDamageReceiver : Area2D, IHittable
public void Hit(float damage, DamageType damageType = DamageType.Neutral)
{
if (!Enabled) return;
if (Invulnerable) return;
var dmg = DamageResistances.Aggregate(damage, (current, resistance) => current * resistance.CalculateDamage(current, damageType));

View file

@ -16,6 +16,21 @@ public partial class StateSwitch : Switch
base._Ready();
CurrentState = StartingState;
switch (CurrentState)
{
case SwitchState.On:
TriggerEnable();
break;
case SwitchState.Off:
TriggerDisable();
break;
case SwitchState.Destroyed:
break;
case SwitchState.Disabled:
break;
}
}
public override bool Activate(ActivationType activationType = ActivationType.Toggle)