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https://gitlab.com/MaddoScientisto/cirnogodot.git
synced 2026-06-11 19:55:55 +00:00
Remade spawn coordinates system
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parent
3681614196
commit
d633618633
5 changed files with 85 additions and 12 deletions
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@ -40,7 +40,7 @@ public partial class Barrel : Area2D, IDestructible
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private void CreateDebris()
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{
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this.CreateChild<Barrel>(DebrisScene);
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this.CreateSibling<Barrel>(DebrisScene);
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// if (DebrisScene == null) return;
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// var debris = DebrisScene.Instantiate<Barrel>();
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@ -55,7 +55,7 @@ public partial class Barrel : Area2D, IDestructible
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GD.PushWarning("Object has no particles associated");
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return;
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}
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var particle = this.CreateChild<GpuParticles2D>(ExplosionParticles);
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var particle = this.CreateSibling<GpuParticles2D>(ExplosionParticles);
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if (particle == null) return;
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particle.Emitting = true;
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@ -159,7 +159,7 @@ position = Vector2(0, 1)
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shape = SubResource("RectangleShape2D_ai4rh")
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[node name="Muzzle" type="Marker2D" parent="."]
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position = Vector2(5, 0)
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position = Vector2(-1, 0)
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[node name="Node2D" type="Node2D" parent="."]
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@ -201,8 +201,9 @@ collision_mask = 128
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shape = SubResource("CircleShape2D_e6woi")
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debug_color = Color(1, 0.00817797, 0.0443347, 0.42)
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[node name="Weapon" parent="." instance=ExtResource("9_wblq0")]
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[node name="Weapon" parent="." node_paths=PackedStringArray("Muzzle") instance=ExtResource("9_wblq0")]
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BulletScene = ExtResource("2_ov36d")
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Muzzle = NodePath("../Muzzle")
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RateOfFire = 0.1
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BulletCapacity = 100
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ReloadTime = 0.4
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@ -20,6 +20,8 @@ public partial class GameManager : Node2D
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public InventoryManager Inventory => _inventoryManager;
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private Node2D _bulletsContainer;
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public Node2D BulletsContainer => _bulletsContainer;
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// Called when the node enters the scene tree for the first time.
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public override void _Ready()
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@ -29,6 +31,8 @@ public partial class GameManager : Node2D
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_inventoryManager = GetNode<InventoryManager>("InventoryManager");
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SpawnBulletsContainer();
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if (PlayerSpawnMarker != null)
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{
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SpawnPlayer();
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@ -57,4 +61,12 @@ public partial class GameManager : Node2D
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_cameraTarget.GlobalPosition = _player.Position;
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}
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}
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private void SpawnBulletsContainer()
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{
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_bulletsContainer = new Node2D();
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_bulletsContainer.Name = "BulletsContainer";
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AddChild(_bulletsContainer);
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}
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}
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@ -6,18 +6,58 @@ public static class Tools
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{
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public static T CreateChild<T>(this Node2D node, PackedScene prefab) where T : Node2D
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{
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return CreateChild<T>(node, prefab, node.Position);
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return CreateChild<T>(node, prefab, node.GlobalPosition);
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}
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public static T CreateChild<T>(this Node2D node, PackedScene prefab, Vector2 position) where T : Node2D
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{
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if (prefab == null) return null;
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return CreateChildOf<T>(node, node, prefab, position);
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// if (prefab == null) return null;
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// var newInstance = prefab.Instantiate<T>();
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// node.GetParent().CallDeferred("add_child", newInstance);
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// // Need to use parent instead of owner because tilemap scenes have no owner
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// //node.Owner.CallDeferred("add_child", newInstance);
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// newInstance.Transform = node.GlobalTransform;
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// newInstance.Position = position;
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//
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// return newInstance;
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}
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public static T CreateSibling<T>(this Node2D node, PackedScene prefab) where T : Node2D
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{
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return CreateSibling<T>(node, prefab, node.GlobalPosition);
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}
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public static T CreateSibling<T>(this Node2D node, PackedScene prefab, Vector2 position) where T : Node2D
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{
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return CreateChildOf<T>(node, node.GetParent<Node2D>(), prefab, position);
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}
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public static T CreateChildOf<T>(this Node2D node, Node2D parentNode, PackedScene prefab) where T : Node2D
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{
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return CreateChildOf<T>(node, parentNode, prefab, node.GlobalPosition);
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}
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public static T CreateChildOf<T>(this Node2D node, Node2D parentNode, PackedScene prefab, Vector2 position) where T : Node2D
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{
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if (prefab == null)
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{
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GD.PrintErr("Tried to instantiate a null prefab");
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return null;
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}
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if (parentNode == null)
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{
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GD.PrintErr("Tried to instantiate child of a null parent");
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return null;
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}
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var newInstance = prefab.Instantiate<T>();
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node.GetParent().CallDeferred("add_child", newInstance);
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// Need to use parent instead of owner because tilemap scenes have no owner
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//node.Owner.CallDeferred("add_child", newInstance);
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newInstance.Transform = node.GlobalTransform;
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newInstance.Position = position;
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//node.GetParent().CallDeferred("add_child", newInstance);
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parentNode.CallDeferred("add_child", newInstance);
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//newInstance.Transform = node.GlobalTransform;
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newInstance.Position = parentNode.ToLocal(position);
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return newInstance;
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}
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@ -1,5 +1,6 @@
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using Godot;
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using System;
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using System.Diagnostics;
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using Cirno.Scripts;
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public partial class Weapon : Node2D
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@ -31,12 +32,18 @@ public partial class Weapon : Node2D
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private Timer _cooldownTimer;
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private Marker2D _muzzle;
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private Node2D _bulletsContainer;
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private GameManager _gameManager;
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// Called when the node enters the scene tree for the first time.
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public override void _Ready()
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{
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_muzzle = GetNode<Marker2D>("./Muzzle");
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_cooldownTimer = GetNode<Timer>("./ShootTimer");
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_gameManager = GetNode<GameManager>("/root/GameScene");
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}
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public void Reload()
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@ -74,7 +81,20 @@ public partial class Weapon : Node2D
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// TODO: Shoot at muzzle position, need to provide a way to turn it, on a radius?
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// TODO: Create not as child but as standalone
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var bullet = this.CreateChild<Bullet>(BulletScene);
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// if (BulletScene == null) return;
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//
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// var newInstance = BulletScene.Instantiate<Bullet>();
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// _gameManager.BulletsContainer.CallDeferred("add_child", newInstance);
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var bullet = this.CreateChildOf<Bullet>(_gameManager.BulletsContainer, BulletScene, _muzzle.GlobalPosition);
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if (bullet == null)
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{
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GD.PrintErr("Bullet is null, not shooting");
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return;
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};
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bullet.SetDirection(ShootDirection);
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bullet.Speed = BulletSpeed;
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