mirror of
https://gitlab.com/MaddoScientisto/cirnogodot.git
synced 2026-06-09 17:15:55 +00:00
3D Boss scripts implementation
This commit is contained in:
parent
b0d0161ab0
commit
dbf7f1a963
29 changed files with 1805 additions and 1188 deletions
47
Scripts/AttackPatterns/WaitPattern.cs
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47
Scripts/AttackPatterns/WaitPattern.cs
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using System.Threading.Tasks;
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using Cirno.Scripts.Resources;
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using Godot;
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namespace Cirno.Scripts.AttackPatterns;
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[GlobalClass]
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[Tool]
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public partial class WaitPattern : AttackPattern
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{
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[Export] public float SecondsToWait = 1f;
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public override IPatternMachine MakeMachine(Node parent)
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{
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return new WaitPatternMachine(this, parent);
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}
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public class WaitPatternMachine(WaitPattern pattern, Node parent) : IPatternMachine
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{
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public Node Parent => parent;
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private bool _isComplete = false;
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protected IScriptHost3D Boss;
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public void Start()
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{
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_isComplete = false;
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_ = WaitAsync(pattern.SecondsToWait);
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}
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public void UpdatePattern(double delta)
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{
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}
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private async Task WaitAsync(float time)
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{
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await Task.Delay((int)time * 1000);
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_isComplete = true;
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}
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public bool IsComplete()
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{
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return _isComplete;
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}
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}
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}
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1
Scripts/AttackPatterns/WaitPattern.cs.uid
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1
Scripts/AttackPatterns/WaitPattern.cs.uid
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@ -0,0 +1 @@
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uid://cg7gi3tva4gvw
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14
Scripts/Components/Actors/3D/BulletSprite3D.cs
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14
Scripts/Components/Actors/3D/BulletSprite3D.cs
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@ -0,0 +1,14 @@
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using Cirno.Scripts.Weapons;
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using Godot;
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namespace Cirno.Scripts.Components.Actors._3D;
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public partial class BulletSprite3D : Sprite3D
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{
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private Bullet3D _parent;
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public override void _Ready()
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{
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_parent = GetParent<Bullet3D>();
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}
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}
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1
Scripts/Components/Actors/3D/BulletSprite3D.cs.uid
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1
Scripts/Components/Actors/3D/BulletSprite3D.cs.uid
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@ -0,0 +1 @@
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uid://c4j8jwgs6okew
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117
Scripts/Components/FSM/Boss/3D/BossScriptHostModule3D.cs
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117
Scripts/Components/FSM/Boss/3D/BossScriptHostModule3D.cs
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@ -0,0 +1,117 @@
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using System.Threading.Tasks;
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using Cirno.Scripts.AttackPatterns;
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using Cirno.Scripts.Components.Actors;
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using Cirno.Scripts.Components.FSM.Enemy._3D;
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using Cirno.Scripts.Controllers;
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using Cirno.Scripts.Enums;
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using Cirno.Scripts.Resources;
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using Cirno.Scripts.Resources.ScriptableBullets;
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using Godot;
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namespace Cirno.Scripts.Components.FSM.Boss._3D;
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public partial class BossScriptHostModule3D : ModuleBase<EnemyState, CharacterBody3D>, IScriptHost3D
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{
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[Export] public BossScript BossScript { get; set; }
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[Export]
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public EnemyStorage3D StorageModule { get; private set; }
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[Export] public DamageReceiver3D DamageReceiver { get; private set; }
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public Node3D ParentObject => _machine.MainObject;
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public Vector3 HomePosition => StorageModule.HomePosition;
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private IStateMachine<EnemyState, CharacterBody3D> _machine;
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private int _currentPhaseIndex = 0;
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private BossPhase CurrentPhase => BossScript.Phases[_currentPhaseIndex];
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private bool _waiting = false;
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public float CurrentHealth => DamageReceiver.HealthProvider.CurrentResource;
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public void ChangeSpriteDirection(Vector2 direction)
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{
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}
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public override void EnterState(EnemyState state)
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{
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DamageReceiver.ChangeState(true);
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DamageReceiver.HealthProvider.ResourceDepleted += HealthProviderOnResourceDepleted;
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StartPhase(CurrentPhase);
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}
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public override void ExitState(EnemyState state)
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{
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DamageReceiver.HealthProvider.ResourceDepleted -= HealthProviderOnResourceDepleted;
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DamageReceiver.ChangeState(false);
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}
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public override void Init(IStateMachine<EnemyState, CharacterBody3D> machine)
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{
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_machine = machine;
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if (StorageModule.Root.EnemyResource.BossScript is not null)
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{
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this.BossScript = StorageModule.Root.EnemyResource.BossScript;
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}
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}
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private void HealthProviderOnResourceDepleted()
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{
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_machine.SetState(EnemyState.Dead);
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}
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public override void Process(double delta)
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{
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if (_waiting) return;
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CurrentPhase.UpdatePhase(delta);
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if (CurrentHealth <= CurrentPhase.Threshold && _currentPhaseIndex + 1 < BossScript.Phases.Count)
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{
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_currentPhaseIndex++;
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//_bossHud.SpellCardName = CurrentPhase.PhaseName;
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StartPhase(CurrentPhase);
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}
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}
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public override void PhysicsProcess(double delta)
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{
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}
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private void StartPhase(BossPhase phase)
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{
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PoolingManager.Instance.ClearBullets();
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//GameController.Instance.ClearBullets();
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if (phase.PlayAnimation)
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{
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_waiting = true;
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DamageReceiver.ChangeState(false);
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_ = SwitchPhase(phase);
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}
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else
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{
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phase.Start(this);
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}
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}
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private async Task SwitchPhase(BossPhase phase)
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{
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await PlayAnimation();
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_waiting = false;
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DamageReceiver.ChangeState(true);
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phase.Start(this);
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}
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private async Task PlayAnimation()
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{
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await Task.Delay(1000);
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}
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}
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@ -0,0 +1 @@
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uid://dej2tbl70yiyp
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59
Scripts/Components/FSM/Boss/3D/Idle.cs
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59
Scripts/Components/FSM/Boss/3D/Idle.cs
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@ -0,0 +1,59 @@
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using System.Threading.Tasks;
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using Cirno.Scripts.Components.FSM.Enemy._3D;
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using Cirno.Scripts.Enums;
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using Godot;
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namespace Cirno.Scripts.Components.FSM.Boss._3D;
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public partial class Idle : EnemyStateBase3D
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{
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public override EnemyState StateId => EnemyState.Idle;
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[Export] public EnemyStorage3D Storage { get; private set; }
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[Export] public GravityProvider GravityProvider { get; private set; }
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[Export] public bool DebugEnabled { get; set; } = false;
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public override void EnterState()
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{
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base.EnterState();
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// player detection
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// damage receiver will be a module
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GD.Print("Entered Idle");
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_ = DelayStart();
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}
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public override void ExitState()
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{
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base.ExitState();
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// Disable DamageReceiver
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}
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private async Task DelayStart()
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{
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await Task.Delay(1000);
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ChangeState(EnemyState.Shooting);
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}
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public override void PhysicsProcessState(double delta)
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{
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base.PhysicsProcessState(delta);
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MainObject.Velocity = new Vector3(MainObject.Velocity.X, GravityProvider.CalculateGravityVelocity(MainObject.Velocity.Y, delta), MainObject.Velocity.Z);
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MainObject.MoveAndSlide();
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}
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public override void ProcessState(double delta)
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{
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base.ProcessState(delta);
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}
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}
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1
Scripts/Components/FSM/Boss/3D/Idle.cs.uid
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1
Scripts/Components/FSM/Boss/3D/Idle.cs.uid
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@ -0,0 +1 @@
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uid://05agh8h015fy
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45
Scripts/Components/FSM/Boss/3D/Shooting.cs
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45
Scripts/Components/FSM/Boss/3D/Shooting.cs
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using Cirno.Scripts.Components.FSM.Enemy._3D;
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using Cirno.Scripts.Enums;
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using Cirno.Scripts.Utils;
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using Cirno.Scripts.Weapons;
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using Godot;
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namespace Cirno.Scripts.Components.FSM.Boss._3D;
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public partial class Shooting : EnemyStateBase3D
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{
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public override EnemyState StateId => EnemyState.Shooting;
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[Export] public EnemyStorage3D Storage { get; private set; }
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[Export] public GravityProvider GravityProvider { get; private set; }
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public override void EnterState()
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{
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base.EnterState();
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// Enable damage receiver
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}
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public override void ExitState()
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{
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base.ExitState();
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}
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public override void PhysicsProcessState(double delta)
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{
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base.PhysicsProcessState(delta);
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// Calculate gravity
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MainObject.Velocity = new Vector3(MainObject.Velocity.X, GravityProvider.CalculateGravityVelocity(MainObject.Velocity.Y, delta), MainObject.Velocity.Z);
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MainObject.MoveAndSlide();
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}
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public override void ProcessState(double delta)
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{
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base.ProcessState(delta);
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}
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}
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1
Scripts/Components/FSM/Boss/3D/Shooting.cs.uid
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1
Scripts/Components/FSM/Boss/3D/Shooting.cs.uid
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uid://d2838a10x33w8
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@ -141,5 +141,9 @@ public partial class PoolingManager : Node
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//this.CreateChild<Bullet>(bulletData.BulletScene);
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return bullet as IBullet;
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}
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public void ClearBullets()
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{
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// TODO: Implement
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}
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}
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61
Scripts/Resources/BulletScripts/SimpleMovementPattern3D.cs
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61
Scripts/Resources/BulletScripts/SimpleMovementPattern3D.cs
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using Cirno.Scripts.AttackPatterns;
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using Cirno.Scripts.Utils;
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using Godot;
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namespace Cirno.Scripts.Resources.BulletScripts;
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[GlobalClass]
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[Tool]
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public partial class SimpleMovementPattern3D : AttackPattern
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{
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[Export] private Vector2 relativeTargetPosition;
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[Export] private float moveDuration = 2f;
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[Export] private Tween.TransitionType transitionType = Tween.TransitionType.Linear;
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[Export] private Tween.EaseType easeType = Tween.EaseType.InOut;
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public override IPatternMachine MakeMachine(Node parent)
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{
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return new SimpleMovementPatternMachine(this, parent);
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}
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public class SimpleMovementPatternMachine(SimpleMovementPattern3D pattern, Node parent) : IPatternMachine
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{
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public Node Parent => parent;
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private Tween tween;
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private bool isComplete = false;
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protected IScriptHost3D Boss;
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public void Start()
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{
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if (parent is not IScriptHost3D boss)
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return;
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Boss = boss;
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tween = Parent.CreateTween();
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isComplete = false;
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Vector2 targetPosition = (Boss?.HomePosition.ToVector2() ?? boss.ParentObject.GlobalPosition.ToVector2()) + pattern.relativeTargetPosition;
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var targetPosition3D = targetPosition.ToVector3(boss.ParentObject.GlobalPosition.Y);
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boss.ChangeSpriteDirection(-(boss.ParentObject.GlobalPosition.ToVector2() - targetPosition));
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tween.TweenProperty(boss.ParentObject, "global_position", targetPosition3D, pattern.moveDuration)
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.SetTrans(pattern.transitionType)
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.SetEase(pattern.easeType)
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.Finished += () =>
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{
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isComplete = true;
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boss.ChangeSpriteDirection(Vector2.Zero);
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};
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}
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public void UpdatePattern(double delta) { }
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public bool IsComplete()
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{
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return isComplete;
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}
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}
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}
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@ -0,0 +1 @@
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uid://fo8sf11p058s
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@ -1,4 +1,5 @@
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using Godot;
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using Cirno.Scripts.Weapons;
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using Godot;
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namespace Cirno.Scripts.Resources.Modifiers;
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@ -6,7 +7,7 @@ namespace Cirno.Scripts.Resources.Modifiers;
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[Tool]
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public partial class DelayedContinuousRotationModifier : TimeModifier
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{
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public override void Update(Bullet bullet, double delta, double elapsed)
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public override void Update(IBullet bullet, double delta, double elapsed)
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{
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bullet.RotateSpriteDegrees((float)(Value * delta));
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}
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@ -1,4 +1,5 @@
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using Godot;
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using Cirno.Scripts.Weapons;
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using Godot;
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namespace Cirno.Scripts.Resources.Modifiers;
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@ -6,7 +7,7 @@ namespace Cirno.Scripts.Resources.Modifiers;
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[Tool]
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public partial class DelayedPlayerFacingModifier : TimeModifier
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{
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public override void Start(Bullet bullet)
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public override void Start(IBullet bullet)
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{
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bullet.FacePlayer();
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}
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@ -1,4 +1,5 @@
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using Godot;
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using Cirno.Scripts.Weapons;
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using Godot;
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namespace Cirno.Scripts.Resources.Modifiers;
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@ -6,7 +7,7 @@ namespace Cirno.Scripts.Resources.Modifiers;
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[Tool]
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public partial class DelayedRotationModifier : TimeModifier
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{
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public override void Start(Bullet bullet)
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public override void Start(IBullet bullet)
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{
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bullet.RotateBullet(this.Value);
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}
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@ -1,4 +1,5 @@
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using Cirno.Scripts.Actors;
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using Cirno.Scripts.Weapons;
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using Godot;
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namespace Cirno.Scripts.Resources.Modifiers;
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@ -13,7 +14,7 @@ public partial class DelayedSpeedIncreaseModifier : TimeModifier
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[Export] public float Duration { get; set; } = 1.0f;
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public override void Update(Bullet bullet, double delta, double elapsed)
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public override void Update(IBullet bullet, double delta, double elapsed)
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{
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float easedValue = ApplyEasing(Value, elapsed);
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bullet.Speed += easedValue;
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@ -1,4 +1,5 @@
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using Cirno.Scripts.Actors;
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using Cirno.Scripts.Weapons;
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using Godot;
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namespace Cirno.Scripts.Resources.Modifiers;
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@ -7,7 +8,7 @@ namespace Cirno.Scripts.Resources.Modifiers;
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[Tool]
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public partial class DelayedSpeedModifier : TimeModifier
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{
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public override void Start(Bullet bullet)
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public override void Start(IBullet bullet)
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{
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bullet.Speed = this.Value;
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}
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@ -1,4 +1,5 @@
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using Cirno.Scripts.Actors;
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using Cirno.Scripts.Weapons;
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using Godot;
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namespace Cirno.Scripts.Resources;
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@ -28,12 +29,12 @@ public partial class TimeModifier : Resource
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return this.MemberwiseClone() as TimeModifier;
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}
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public virtual void Start(Bullet bullet)
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public virtual void Start(IBullet bullet)
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{
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}
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public virtual void Update(Bullet bullet, double delta, double elapsed)
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public virtual void Update(IBullet bullet, double delta, double elapsed)
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{
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}
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@ -3,6 +3,7 @@ using System.Linq;
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using Cirno.Scripts.Components;
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using Cirno.Scripts.Controllers;
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using Cirno.Scripts.Resources;
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using Cirno.Scripts.Utils;
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using Godot;
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namespace Cirno.Scripts.Weapons;
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@ -31,6 +32,8 @@ public partial class Bullet3D : Area3D, IBullet
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public bool IsFrozen { get; private set; } = false;
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public bool Enabled { get; private set; } = false;
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public float SpriteRotation { get; private set; } = 0f;
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[Signal]
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public delegate void OnDestroyEventHandler();
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@ -120,26 +123,26 @@ public partial class Bullet3D : Area3D, IBullet
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private void ApplyTimeModifiers(double delta)
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{
|
||||
return;
|
||||
// foreach (var modifier in _modifiers)
|
||||
// {
|
||||
// if (_elapsedTime >= modifier.TimeModifier.TimeInSeconds)
|
||||
// {
|
||||
// if (!modifier.Applied)
|
||||
// {
|
||||
// modifier.Applied = true;
|
||||
// modifier.TimeModifier.Start(this);
|
||||
// modifier.Elapsed = 0;
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// modifier.Elapsed += delta;
|
||||
// }
|
||||
//
|
||||
// modifier.TimeModifier.Update(this, delta, modifier.Elapsed);
|
||||
//
|
||||
// }
|
||||
// }
|
||||
|
||||
foreach (var modifier in _modifiers)
|
||||
{
|
||||
if (_elapsedTime >= modifier.TimeModifier.TimeInSeconds)
|
||||
{
|
||||
if (!modifier.Applied)
|
||||
{
|
||||
modifier.Applied = true;
|
||||
modifier.TimeModifier.Start(this);
|
||||
modifier.Elapsed = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
modifier.Elapsed += delta;
|
||||
}
|
||||
|
||||
modifier.TimeModifier.Update(this, delta, modifier.Elapsed);
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void RotateBullet(float degrees)
|
||||
|
|
@ -148,29 +151,43 @@ public partial class Bullet3D : Area3D, IBullet
|
|||
_direction = _direction.Rotated(radians).Normalized(); // Rotate direction
|
||||
|
||||
if (!BulletInfo.Attributes.HasFlag(BulletFlags.Rotateable)) return;
|
||||
RotateSprite(SpriteRotation + radians);
|
||||
//SetRotation(Rotation + radians);
|
||||
}
|
||||
|
||||
public virtual void RotateSpriteDegrees(float degrees)
|
||||
{
|
||||
if (!BulletInfo.Attributes.HasFlag(BulletFlags.Rotateable)) return;
|
||||
|
||||
SpriteRotation = Mathf.DegToRad(Mathf.RadToDeg(SpriteRotation) + degrees);
|
||||
|
||||
//SetRotationDegrees(RotationDegrees + degrees);
|
||||
}
|
||||
|
||||
public virtual void RotateSprite(float radians)
|
||||
{
|
||||
if (!BulletInfo.Attributes.HasFlag(BulletFlags.Rotateable)) return;
|
||||
SpriteRotation += radians;
|
||||
|
||||
Vector3 axis = Basis.FromEuler(new Vector3(
|
||||
Mathf.DegToRad(-45f),
|
||||
Mathf.DegToRad(45f),
|
||||
0f
|
||||
)).Z;
|
||||
|
||||
Rotate(axis, radians);
|
||||
|
||||
//SetRotation(Rotation + radians);
|
||||
}
|
||||
|
||||
public void FacePlayer()
|
||||
{
|
||||
// if (_gameManager.Player != null)
|
||||
// {
|
||||
// //_direction = (_gameManager.PlayerPosition.Value - this.GlobalPosition).Normalized();
|
||||
// RotateBullet(0); // quick hack to rotate lasers
|
||||
// //LookAt(player.GlobalPosition);
|
||||
// }
|
||||
if (GameController.Instance.PlayerPosition.HasValue)
|
||||
{
|
||||
_direction = (GameController.Instance.PlayerPosition.Value.ToVector2() - this.GlobalPosition.ToVector2()).Normalized();
|
||||
RotateBullet(0); // quick hack to rotate lasers
|
||||
//LookAt(player.GlobalPosition);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue