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

View file

@ -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; }