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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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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uid://by0fm3opaexcs