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Lasers
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9 changed files with 254 additions and 26 deletions
28
Scripts/AttackPatterns/LaserPattern.cs
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28
Scripts/AttackPatterns/LaserPattern.cs
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@ -0,0 +1,28 @@
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using Cirno.Scripts.Components;
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using Godot;
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namespace Cirno.Scripts.AttackPatterns;
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[GlobalClass]
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public partial class LaserPattern : SpiralPattern
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{
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[ExportGroup("Laser")][Export] public float SpawnDelay { get; set; } = 0.3f; // Delay before beam appears
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[ExportGroup("Laser")][Export] public float PreFireTime { get; set; } = 0.5f; // Time before laser becomes lethal
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[ExportGroup("Laser")][Export] public float LethalTime { get; set; } = 1.5f; // Time laser remains lethal
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[ExportGroup("Laser")][Export] public Color PreFireColor { get; set; } = new Color(1, 0, 0, 0.5f); // Thin red beam
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[ExportGroup("Laser")][Export] public Color LethalColor { get; set; } = new Color(1, 0, 0, 1.0f); // Thicker beam
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protected override BulletInfo MakeBullet(Vector2 position, Vector2 direction, float angleOffset)
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{
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var bf = base.MakeBullet(position, direction, angleOffset);
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bf.IsLaser = true;
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bf.PreFireTime = PreFireTime;
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bf.LethalTime = LethalTime;
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bf.PreFireColor = PreFireColor;
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bf.LethalColor = LethalColor;
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bf.SpawnDelay = SpawnDelay;
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return bf;
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}
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}
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@ -23,7 +23,9 @@ public partial class SpiralPattern : AttackPattern
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[Export] private BulletOwner owner = BulletOwner.Enemy;
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[Export] private DamageType _damageType = DamageType.Neutral;
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[Export] private float _bulletDamage = 1f;
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[ExportGroup("Modifiers")]
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[Export] private BulletCreationModifier _modifier;
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[ExportGroup("Modifiers")]
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[Export] private Array<TimeModifier> _timeModifiers;
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[Export] private bool _targetPlayer = false;
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@ -55,29 +57,54 @@ public partial class SpiralPattern : AttackPattern
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direction = (Boss.GameManager.PlayerPosition.Value - Boss.GlobalPosition).Normalized();
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}
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spawner.SpawnBullet(new BulletInfo()
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{
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Position = Boss.GlobalPosition,
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Direction = direction,
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Speed = bulletSpeed,
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Owner = owner,
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DamageType = _damageType,
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Damage = _bulletDamage,
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BulletCount = bulletCount,
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Spread = spread,
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BulletScene = BulletScene,
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RotationOffset = angleOffset,
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Modifier = _modifier,
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TimeModifiers = ((_timeModifiers?.Where(mod => mod != null)) ?? Array.Empty<TimeModifier>()).Select(m => new ModifierWrapper()
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spawner.SpawnBullet(MakeBullet(Boss.GlobalPosition, direction, angleOffset));
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// spawner.SpawnBullet(new BulletInfo()
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// {
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// Position = Boss.GlobalPosition,
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// Direction = direction,
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// Speed = bulletSpeed,
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// Owner = owner,
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// DamageType = _damageType,
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// Damage = _bulletDamage,
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// BulletCount = bulletCount,
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// Spread = spread,
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// BulletScene = BulletScene,
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// RotationOffset = angleOffset,
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// Modifier = _modifier,
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// TimeModifiers = ((_timeModifiers?.Where(mod => mod != null)) ?? Array.Empty<TimeModifier>()).Select(m => new ModifierWrapper()
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// {
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// TimeModifier = m,
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// Applied = false
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// }).ToList()
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// });
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burstTimer = 0;
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}
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}
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protected virtual BulletInfo MakeBullet(Vector2 position, Vector2 direction, float angleOffset)
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{
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return new BulletInfo()
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{
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Position = position,
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Direction = direction,
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Speed = bulletSpeed,
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Owner = owner,
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DamageType = _damageType,
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Damage = _bulletDamage,
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BulletCount = bulletCount,
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Spread = spread,
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BulletScene = BulletScene,
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RotationOffset = angleOffset,
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Modifier = _modifier,
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TimeModifiers = ((_timeModifiers?.Where(mod => mod != null)) ?? Array.Empty<TimeModifier>()).Select(m =>
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new ModifierWrapper()
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{
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TimeModifier = m,
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Applied = false
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}).ToList()
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});
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// spawner.SpawnSpiralPattern(Boss.GlobalPosition, bulletSpeed, owner, bulletCount, rotationSpeed, timer, spread, BulletScene);
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burstTimer = 0;
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}
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};
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}
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public override bool IsComplete()
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