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https://gitlab.com/MaddoScientisto/cirnogodot.git
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Added ammo reload to enemy
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parent
4f731b221b
commit
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1 changed files with 25 additions and 2 deletions
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@ -15,6 +15,10 @@ public partial class Enemy : Area2D, IDestructible
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[Export] public double RateOfFire = 0.4f;
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[Export] public double RateOfFire = 0.4f;
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[Export] public double ReloadTime = 1.0f;
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[Export] public int BulletCount = 4;
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[Export] public float BulletSpeed = 100f;
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[Export] public float BulletSpeed = 100f;
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private float _currentHealth = 0f;
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private float _currentHealth = 0f;
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@ -23,10 +27,13 @@ public partial class Enemy : Area2D, IDestructible
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private Timer _cooldownTimer;
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private Timer _cooldownTimer;
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private int _ammo = 0;
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// Called when the node enters the scene tree for the first time.
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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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public override void _Ready()
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{
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{
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_currentHealth = Health;
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_currentHealth = Health;
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_ammo = BulletCount;
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_cooldownTimer = GetNode<Timer>("./ShootTimer");
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_cooldownTimer = GetNode<Timer>("./ShootTimer");
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}
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}
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@ -66,6 +73,12 @@ public partial class Enemy : Area2D, IDestructible
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if (_cooldownTimer.IsStopped() && IsPlayerInSight())
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if (_cooldownTimer.IsStopped() && IsPlayerInSight())
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{
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{
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Shoot();
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}
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}
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private void Shoot()
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{
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// SHOOT
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// SHOOT
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var bullet = this.CreateChild<Bullet>(BulletScene);
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var bullet = this.CreateChild<Bullet>(BulletScene);
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// var bullet = BulletScene.Instantiate<Bullet>();
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// var bullet = BulletScene.Instantiate<Bullet>();
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@ -74,8 +87,18 @@ public partial class Enemy : Area2D, IDestructible
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// bullet.Position = this.Position;
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// bullet.Position = this.Position;
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bullet.SetDirection((_cachedPlayer.GlobalPosition - this.GlobalPosition).Normalized());
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bullet.SetDirection((_cachedPlayer.GlobalPosition - this.GlobalPosition).Normalized());
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bullet.Speed = BulletSpeed;
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bullet.Speed = BulletSpeed;
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_cooldownTimer.Start(RateOfFire);
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}
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_ammo -= 1;
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if (_ammo <= 0)
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{
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_ammo = BulletCount;
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_cooldownTimer.Start(ReloadTime);
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}
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else
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{
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_cooldownTimer.Start(RateOfFire);
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}
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}
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}
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private bool IsPlayerInSight()
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private bool IsPlayerInSight()
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