Added offsets and remade modifiers system

This commit is contained in:
Marco 2025-05-09 11:46:58 +02:00
commit aab69fb609
16 changed files with 474 additions and 426 deletions

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@ -1,55 +0,0 @@
using Cirno.Scripts.Actors;
using Cirno.Scripts.Components;
using Cirno.Scripts.Resources;
using Godot;
namespace Cirno.Scripts.AttackPatterns;
[GlobalClass]
public partial class PatternTest : AttackPattern
{
[Export] public PackedScene BulletScene;
[Export] public float bulletSpeed = 5f;
[Export] public int bulletCount = 12;
[Export] public float duration = 3f;
[Export] public float burstInterval = 0.5f;
[Export] public BulletOwner owner = BulletOwner.Enemy;
public override IPatternMachine MakeMachine(Node2D parent)
{
return new PatternTestMachine(this, parent);
}
public class PatternTestMachine(PatternTest pattern, Node2D parent) : IPatternMachine
{
public Node2D Parent => parent;
private double timer;
private double burstTimer;
private BulletSpawner spawner;
public void Start()
{
timer = 0;
burstTimer = 0;
spawner = Parent.GetNode<BulletSpawner>("BulletSpawner");
}
public void UpdatePattern(double delta)
{
timer += delta;
burstTimer += delta;
if (timer < pattern.duration && burstTimer >= pattern.burstInterval)
{
spawner.SpawnBullet(Parent.GlobalPosition, Vector2.Right, pattern.bulletSpeed, pattern.owner, pattern.bulletCount, bulletScene: pattern.BulletScene);
burstTimer = 0;
}
}
public bool IsComplete()
{
return timer >= pattern.duration;
}
}
}

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@ -1 +0,0 @@
uid://bay71pcaj4nj2

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@ -16,6 +16,8 @@ public partial class SpiralPattern : AttackPattern
{
[Export] public BulletResource BulletResource { get; set; }
[Export] public Vector2 EmitterOffset { get; set; } = Vector2.Zero;
//Export] public PackedScene BulletScene;
//[Export] private float _bulletLifeTime = 20f; // Switch to res
//[Export] private bool _destroyOnCollision = false; // Switch to res
@ -242,7 +244,7 @@ public partial class SpiralPattern : AttackPattern
}
}
var bullet = pattern.MakeBullet(Parent.GlobalPosition, pattern.bulletCount,
var bullet = pattern.MakeBullet(Parent.GlobalPosition + pattern.EmitterOffset, pattern.bulletCount,
pattern.spread, angleOffset);
bullet.Direction = direction;

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@ -1,60 +0,0 @@
using Cirno.Scripts.Actors;
using Cirno.Scripts.Components;
using Cirno.Scripts.Resources;
namespace Cirno.Scripts.AttackPatterns;
using Godot;
[GlobalClass]
public partial class TargetedPattern : AttackPattern
{
[Export] public PackedScene BulletScene;
[Export] private float bulletSpeed = 5f;
[Export] private float duration = 3f;
[Export] private float burstInterval = 0.5f;
[Export] private int bulletsPerShot = 1;
[Export] private float spread = 0f;
[Export] private BulletOwner owner = BulletOwner.Enemy;
[Export] private BulletCreationModifier modifier;
public override IPatternMachine MakeMachine(Node2D parent)
{
return new TargetedPatternMachine(this, parent);
}
public class TargetedPatternMachine(TargetedPattern pattern, Node2D parent) : IPatternMachine
{
public Node2D Parent => parent;
private double timer;
private double burstTimer;
private BulletSpawner spawner;
//private Node2D player;
public void Start()
{
timer = 0;
burstTimer = 0;
spawner = Parent.GetNode<BulletSpawner>("BulletSpawner");
}
public void UpdatePattern(double delta)
{
timer += delta;
burstTimer += delta;
if (timer < pattern.duration && burstTimer >= pattern.burstInterval && GameManager.Instance.PlayerPosition.HasValue)
{
spawner.SpawnTargetedBullet(Parent.GlobalPosition, GameManager.Instance.PlayerPosition.Value, pattern.bulletSpeed, pattern.owner, pattern.BulletScene, pattern.bulletsPerShot, pattern.spread, pattern.modifier);
burstTimer = 0;
}
}
public bool IsComplete()
{
return timer >= pattern.duration;
}
}
}

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@ -1 +0,0 @@
uid://by0fm3opaexcs

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@ -51,6 +51,8 @@ public partial class Bullet : Area2D
_elapsedTime = 0f;
this.Speed = bulletInfo.Speed;
// Need to clone them here
// _modifiers = _bulletInfo.TimeModifiers.Select(x => x.MakeClone()).ToList();

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@ -31,10 +31,15 @@ public partial class BulletSpawner : Node2D
// var bullet = this.CreateChildOf<Bullet>(_gameManager.BulletsContainer, bulletInfo.BulletScene ?? BulletScene, bulletInfo.Position);
if (bulletInfo.Modifier is not null)
{
bulletInfo = bulletInfo.Modifier.ModifyBullet(bulletInfo, i, bulletInfo.BulletCount);
}
bullet.Initialize(bulletInfo, _gameManager);
float modifiedSpeed = bulletInfo.Modifier?.ModifySpeed(bulletInfo.Speed, i, bulletInfo.BulletCount) ?? bulletInfo.Speed;
bullet.Speed = modifiedSpeed;
// float modifiedSpeed = bulletInfo.Modifier?.ModifySpeed(bulletInfo.Speed, i, bulletInfo.BulletCount) ?? bulletInfo.Speed;
// bullet.Speed = modifiedSpeed;
Vector2 baseDirection = bulletInfo.Direction == Vector2.Zero ? Vector2.Right : bulletInfo.Direction.Normalized();
float baseAngle = Mathf.Atan2(baseDirection.Y, baseDirection.X);
@ -50,40 +55,46 @@ public partial class BulletSpawner : Node2D
}
}
public void SpawnBullet(Vector2 position, Vector2 direction, float speed, BulletOwner owner, int count = 1, float angleOffset = 0, float spread = 0, PackedScene bulletScene = null, IBulletModifier modifier = null)
{
for (int i = 0; i < count; i++)
{
var bullet = this.CreateChildOf<Bullet>(_gameManager.BulletsContainer, bulletScene ?? BulletScene, position);
// public void SpawnBullet(Vector2 position, Vector2 direction, float speed, BulletOwner owner, int count = 1, float angleOffset = 0, float spread = 0, PackedScene bulletScene = null, IBulletModifier modifier = null)
// {
// for (int i = 0; i < count; i++)
// {
// var bullet = this.CreateChildOf<Bullet>(_gameManager.BulletsContainer, bulletScene ?? BulletScene, position);
//
// //var bullet = BulletScene.Instantiate<Bullet>();
// bullet.Position = position;
// //bullet.Speed = speed;
//
// if (modifier is not null)
// {
// bullet.BulletInfo = modifier.ModifyBullet(bullet.BulletInfo, i, count);
// }
//
// //float modifiedSpeed = modifier?.ModifySpeed(speed, i, count) ?? speed;
// //bullet.Speed = modifiedSpeed;
//
// Vector2 baseDirection = direction == Vector2.Zero ? Vector2.Right : direction.Normalized();
// float baseAngle = Mathf.Atan2(baseDirection.Y, baseDirection.X);
// //float angle = angleOffset + (360 / count) * i;
// float angle = baseAngle + Mathf.DegToRad(angleOffset + (spread / count) * i);
// Vector2 bulletDirection = new Vector2(Mathf.Cos(angle), Mathf.Sin(angle));
// //Vector2 bulletDirection = new Vector2(Mathf.Cos(Mathf.DegToRad(angle)), Mathf.Sin(Mathf.DegToRad(angle)));
//
// bullet.SetDirection(bulletDirection);
// //GetParent().AddChild(bullet);
// }
// }
//var bullet = BulletScene.Instantiate<Bullet>();
bullet.Position = position;
//bullet.Speed = speed;
float modifiedSpeed = modifier?.ModifySpeed(speed, i, count) ?? speed;
bullet.Speed = modifiedSpeed;
Vector2 baseDirection = direction == Vector2.Zero ? Vector2.Right : direction.Normalized();
float baseAngle = Mathf.Atan2(baseDirection.Y, baseDirection.X);
//float angle = angleOffset + (360 / count) * i;
float angle = baseAngle + Mathf.DegToRad(angleOffset + (spread / count) * i);
Vector2 bulletDirection = new Vector2(Mathf.Cos(angle), Mathf.Sin(angle));
//Vector2 bulletDirection = new Vector2(Mathf.Cos(Mathf.DegToRad(angle)), Mathf.Sin(Mathf.DegToRad(angle)));
bullet.SetDirection(bulletDirection);
//GetParent().AddChild(bullet);
}
}
public void SpawnTargetedBullet(Vector2 position, Vector2 target, float speed, BulletOwner owner, PackedScene bulletScene = null, int burstCount = 1, float spread = 0, IBulletModifier modifier = null)
{
Vector2 direction = (target - position).Normalized();
SpawnBullet(position, direction, speed, owner, burstCount, spread: spread, bulletScene: bulletScene, modifier: modifier);
}
// public void SpawnTargetedBullet(Vector2 position, Vector2 target, float speed, BulletOwner owner, PackedScene bulletScene = null, int burstCount = 1, float spread = 0, IBulletModifier modifier = null)
// {
// Vector2 direction = (target - position).Normalized();
// SpawnBullet(position, direction, speed, owner, burstCount, spread: spread, bulletScene: bulletScene, modifier: modifier);
// }
}
public class BulletInfo
public class BulletInfo(BulletResource originalBulletResource)
{
public BulletResource OriginalBulletResource { get; set; } = originalBulletResource;
public Vector2 Position { get; set; }
public Vector2 Direction { get; set; }
public float Speed { get; set; }

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@ -1,4 +1,5 @@
using Godot;
using Cirno.Scripts.Components;
using Godot;
namespace Cirno.Scripts.Resources;
@ -6,5 +7,6 @@ namespace Cirno.Scripts.Resources;
[Tool]
public abstract partial class BulletCreationModifier : Resource, IBulletModifier
{
public abstract float ModifySpeed(float baseSpeed, int bulletIndex, int totalBullets);
public abstract BulletInfo ModifyBullet(BulletInfo bullet, int bulletIndex, int totalBullets);
//public abstract float ModifySpeed(float baseSpeed, int bulletIndex, int totalBullets);
}

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@ -33,7 +33,7 @@ public partial class BulletResource : Resource
public BulletInfo MakeBullet(Vector2 position, int count = 1, float spread = 0f, float rotationOffset = 0f)
{
return new BulletInfo()
return new BulletInfo(this)
{
Position = position,
Direction = Direction,

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@ -1,4 +1,5 @@
using Godot;
using Cirno.Scripts.Components;
using Godot;
namespace Cirno.Scripts.Resources;
@ -8,7 +9,13 @@ public partial class DecreasingSpeedModifier : BulletCreationModifier, IBulletMo
{
[Export] private float decreaseRate = 0.1f;
public override float ModifySpeed(float baseSpeed, int bulletIndex, int totalBullets)
public override BulletInfo ModifyBullet(BulletInfo bullet, int bulletIndex, int totalBullets)
{
bullet.Speed = ModifySpeed(bullet.OriginalBulletResource.BulletSpeed, bulletIndex, totalBullets);
return bullet;
}
public float ModifySpeed(float baseSpeed, int bulletIndex, int totalBullets)
{
return Mathf.Max(0, baseSpeed - (decreaseRate * bulletIndex));
}

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@ -1,8 +1,10 @@
using Godot;
using Cirno.Scripts.Components;
using Godot;
namespace Cirno.Scripts.Resources;
public interface IBulletModifier
{
float ModifySpeed(float baseSpeed, int bulletIndex, int totalBullets);
BulletInfo ModifyBullet(BulletInfo bullet, int bulletIndex, int totalBullets);
//float ModifySpeed(float baseSpeed, int bulletIndex, int totalBullets);
}

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@ -0,0 +1,56 @@
using System.Collections.Generic;
using Cirno.Scripts.AttackPatterns;
using Godot;
using Godot.Collections;
namespace Cirno.Scripts.Resources.ScriptableBullets;
[GlobalClass]
public partial class ParallelPatternGroup : AttackPattern
{
[Export(PropertyHint.None, "suffix:s")] public float Duration { get; private set; } = 10f;
[Export] public Array<AttackPattern> Patterns { get; private set; } = [];
public override IPatternMachine MakeMachine(Node2D parent)
{
return new ParallelPatternGroupMachine(this, parent);
}
public class ParallelPatternGroupMachine(ParallelPatternGroup patternGroup, Node2D parent) : IPatternMachine
{
public Node2D Parent => parent;
//private int _currentPatternIndex = 0;
//private AttackPattern CurrentPattern => patternGroup.Patterns[_currentPatternIndex];
private List<IPatternMachine> _patternMachines = [];
public void Start()
{
//_currentPatternIndex = 0;
foreach (var pattern in patternGroup.Patterns)
{
var machine = pattern.MakeMachine(parent);
_patternMachines.Add(machine);
machine.Start();
}
}
public void UpdatePattern(double delta)
{
foreach (var patternMachine in _patternMachines)
{
//if (!CurrentPattern.WaitForCompletion || _patternMachine.IsComplete())
if ( patternMachine.IsComplete()) continue;
patternMachine.UpdatePattern(delta);
}
}
public bool IsComplete()
{
return _patternMachines.TrueForAll(x => x.IsComplete());
}
}
}

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@ -0,0 +1 @@
uid://rqtkxuqmo7gi

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@ -1,4 +1,5 @@
using Godot;
using Cirno.Scripts.Components;
using Godot;
namespace Cirno.Scripts.Resources;
@ -12,7 +13,13 @@ public partial class SpeedModifier : BulletCreationModifier, IBulletModifier
[Export] public float MinimumSpeed = 10f;
[Export] public float ScalingFactor = 10.0f;
public override float ModifySpeed(float baseSpeed, int bulletIndex, int totalBullets)
public override BulletInfo ModifyBullet(BulletInfo bullet, int bulletIndex, int totalBullets)
{
bullet.Speed = ModifySpeed(bullet.OriginalBulletResource.BulletSpeed, bulletIndex, totalBullets);
return bullet;
}
public float ModifySpeed(float baseSpeed, int bulletIndex, int totalBullets)
{
if (totalBullets <= 1)
return baseSpeed;