mirror of
https://gitlab.com/MaddoScientisto/cirnogodot.git
synced 2026-06-08 20:56:01 +00:00
Danmaku system
This commit is contained in:
parent
9c8ec486fc
commit
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38 changed files with 924 additions and 9 deletions
54
Scripts/Actors/Boss.cs
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54
Scripts/Actors/Boss.cs
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@ -0,0 +1,54 @@
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using Cirno.Scripts.Resources;
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using Godot;
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using Godot.Collections;
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namespace Cirno.Scripts.Actors;
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public partial class Boss : Enemy
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{
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[Export] private Array<BossPhase> Phases;
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private int currentPhaseIndex = 0;
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private GameManager _gameManager;
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private Vector2 _homePosition;
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public Vector2 HomePosition => _homePosition;
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public GameManager GameManager => _gameManager;
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private BossPhase CurrentPhase => Phases[currentPhaseIndex];
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public override void _Ready()
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{
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base._Ready();
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_gameManager = GetNode<GameManager>("/root/GameScene");
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_homePosition = this.GlobalPosition;
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StartPhase(CurrentPhase);
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}
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public override void _Process(double delta)
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{
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base._Process(delta);
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CurrentPhase.UpdatePhase(delta);
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if (_currentHealth <= CurrentPhase.Threshold && currentPhaseIndex + 1 < Phases.Count)
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{
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currentPhaseIndex++;
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StartPhase(CurrentPhase);
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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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phase.Start(this);
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}
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public void TakeDamage(int amount)
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{
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_currentHealth -= amount;
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}
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}
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54
Scripts/AttackPatterns/MovementPattern.cs
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54
Scripts/AttackPatterns/MovementPattern.cs
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@ -0,0 +1,54 @@
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using Cirno.Scripts.Actors;
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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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public partial class MovementPattern : 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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[Export] private AttackPattern shootingPattern;
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private Tween tween;
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private bool isComplete = false;
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public override void Start(Boss boss)
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{
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Boss = boss;
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tween = boss.CreateTween();
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isComplete = false;
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Vector2 targetPosition = (Boss?.HomePosition ?? boss.GlobalPosition) + this.relativeTargetPosition;
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tween.TweenProperty(Boss, "position", targetPosition, moveDuration)
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.SetTrans(transitionType)
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.SetEase(easeType)
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.Finished += () => isComplete = true;
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if (shootingPattern != null && !WaitForCompletion)
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{
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shootingPattern.Start(boss);
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}
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}
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public override void UpdatePattern(double delta)
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{
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if (shootingPattern != null && !WaitForCompletion)
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{
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shootingPattern.UpdatePattern(delta);
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}
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}
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public override bool IsComplete()
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{
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if (WaitForCompletion && shootingPattern != null)
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return isComplete && shootingPattern.IsComplete();
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return isComplete;
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}
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}
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45
Scripts/AttackPatterns/PatternTest.cs
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45
Scripts/AttackPatterns/PatternTest.cs
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@ -0,0 +1,45 @@
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using Cirno.Scripts.Actors;
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using Cirno.Scripts.Components;
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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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public partial class PatternTest : AttackPattern
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{
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[Export] public PackedScene BulletScene;
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[Export] private float bulletSpeed = 5f;
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[Export] private int bulletCount = 12;
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[Export] private float duration = 3f;
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[Export] private float burstInterval = 0.5f;
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[Export] private BulletOwner owner = BulletOwner.Enemy;
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private double timer;
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private double burstTimer;
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private BulletSpawner spawner;
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public override void Start(Boss boss)
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{
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Boss = boss;
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timer = 0;
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burstTimer = 0;
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spawner = boss.GetNode<BulletSpawner>("BulletSpawner");
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}
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public override void UpdatePattern(double delta)
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{
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timer += delta;
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burstTimer += delta;
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if (timer < duration && burstTimer >= burstInterval)
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{
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spawner.SpawnBullet(Boss.GlobalPosition, Vector2.Right, bulletSpeed, owner, bulletCount, bulletScene: BulletScene);
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burstTimer = 0;
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}
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}
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public override bool IsComplete()
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{
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return timer >= duration;
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}
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}
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47
Scripts/AttackPatterns/SpiralPattern.cs
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47
Scripts/AttackPatterns/SpiralPattern.cs
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@ -0,0 +1,47 @@
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using Cirno.Scripts.Actors;
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using Cirno.Scripts.Components;
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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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public partial class SpiralPattern : AttackPattern
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{
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[Export] public PackedScene BulletScene;
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[Export] private float bulletSpeed = 5f;
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[Export] private int bulletCount = 16;
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[Export] private float rotationSpeed = 90f;
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[Export] private float duration = 5f;
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[Export] private float burstInterval = 0.5f;
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[Export] private float spread = 360f;
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[Export] private BulletOwner owner = BulletOwner.Enemy;
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private double timer;
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private double burstTimer;
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private BulletSpawner spawner;
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public override void Start(Boss boss)
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{
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Boss = boss;
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timer = 0;
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burstTimer = burstInterval; // start immediately
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spawner = boss.GetNode<BulletSpawner>("BulletSpawner");
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}
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public override void UpdatePattern(double delta)
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{
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timer += delta;
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burstTimer += delta;
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if (timer < duration && burstTimer >= burstInterval)
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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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public override bool IsComplete()
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{
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return timer >= duration;
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}
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}
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54
Scripts/AttackPatterns/TargetedPattern.cs
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54
Scripts/AttackPatterns/TargetedPattern.cs
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@ -0,0 +1,54 @@
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using Cirno.Scripts.Actors;
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using Cirno.Scripts.Components;
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using Cirno.Scripts.Resources;
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namespace Cirno.Scripts.AttackPatterns;
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using Godot;
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[GlobalClass]
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public partial class TargetedPattern : AttackPattern
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{
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[Export] public PackedScene BulletScene;
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[Export] private float bulletSpeed = 5f;
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[Export] private float duration = 3f;
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[Export] private float burstInterval = 0.5f;
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[Export] private int bulletsPerShot = 1;
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[Export] private float spread = 0f;
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[Export] private BulletOwner owner = BulletOwner.Enemy;
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[Export] private Resource modifier;
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private double timer;
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private double burstTimer;
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private BulletSpawner spawner;
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//private Node2D player;
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private GameManager _gameManager;
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public override void Start(Boss boss)
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{
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_gameManager = boss.GetNode<GameManager>("/root/GameScene");
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Boss = boss;
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timer = 0;
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burstTimer = 0;
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spawner = boss.GetNode<BulletSpawner>("BulletSpawner");
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}
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public override void UpdatePattern(double delta)
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{
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timer += delta;
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burstTimer += delta;
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if (timer < duration && burstTimer >= burstInterval && _gameManager.PlayerPosition.HasValue)
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{
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spawner.SpawnTargetedBullet(Boss.GlobalPosition, _gameManager.PlayerPosition.Value, bulletSpeed, owner, BulletScene, bulletsPerShot, spread, modifier as IBulletModifier);
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burstTimer = 0;
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}
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}
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public override bool IsComplete()
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{
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return timer >= duration;
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}
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}
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@ -42,7 +42,6 @@ public partial class Bullet : Area2D
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//Debug.WriteLine($"Bullet Shot at direction {direction.X} {direction.Y}");
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}
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// Called every frame. 'delta' is the elapsed time since the previous frame.
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public override void _Process(double delta)
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{
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53
Scripts/Components/BulletSpawner.cs
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53
Scripts/Components/BulletSpawner.cs
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using Cirno.Scripts.Resources;
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using Godot;
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namespace Cirno.Scripts.Components;
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public partial class BulletSpawner : Node2D
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{
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[Export] public PackedScene BulletScene;
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private GameManager _gameManager;
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public override void _Ready()
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{
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_gameManager = GetNode<GameManager>("/root/GameScene");
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}
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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)
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{
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for (int i = 0; i < count; i++)
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{
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var bullet = this.CreateChildOf<Bullet>(_gameManager.BulletsContainer, bulletScene ?? BulletScene, position);
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//var bullet = BulletScene.Instantiate<Bullet>();
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bullet.Position = position;
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bullet.Owner = owner;
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//bullet.Speed = speed;
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float modifiedSpeed = modifier?.ModifySpeed(speed, i) ?? speed;
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bullet.Speed = modifiedSpeed;
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Vector2 baseDirection = direction == Vector2.Zero ? Vector2.Right : direction.Normalized();
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float baseAngle = Mathf.Atan2(baseDirection.Y, baseDirection.X);
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//float angle = angleOffset + (360 / count) * i;
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float angle = baseAngle + Mathf.DegToRad(angleOffset + (spread / count) * i);
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Vector2 bulletDirection = new Vector2(Mathf.Cos(angle), Mathf.Sin(angle));
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//Vector2 bulletDirection = new Vector2(Mathf.Cos(Mathf.DegToRad(angle)), Mathf.Sin(Mathf.DegToRad(angle)));
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bullet.SetDirection(bulletDirection);
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//GetParent().AddChild(bullet);
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}
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}
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public void SpawnTargetedBullet(Vector2 position, Vector2 target, float speed, BulletOwner owner, PackedScene bulletScene = null, int burstCount = 1, float spread = 0, IBulletModifier modifier = null)
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{
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Vector2 direction = (target - position).Normalized();
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SpawnBullet(position, direction, speed, owner, burstCount, spread: spread, bulletScene: bulletScene, modifier: modifier);
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}
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public void SpawnSpiralPattern(Vector2 position, float speed, BulletOwner owner, int bulletCount, float rotationSpeed, double time, float spread, PackedScene bulletScene = null)
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{
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float angleOffset = (float)(rotationSpeed * time);
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SpawnBullet(position, Vector2.Right, speed, owner, bulletCount, angleOffset, spread, bulletScene: bulletScene);
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}
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}
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@ -8,6 +8,12 @@ using Godot.Collections;
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public partial class Enemy : CharacterBody2D
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{
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private InteractionController _cachedPlayer;
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public InteractionController CachedPlayer
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{
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get => _cachedPlayer;
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protected set => _cachedPlayer = value;
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}
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private EnemyState _currentState = EnemyState.Idle;
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[Export] public float Health = 4f;
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@ -20,7 +26,7 @@ public partial class Enemy : CharacterBody2D
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[Export] public Weapon EquippedWeapon;
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private float _currentHealth = 0f;
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protected float _currentHealth = 0f;
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private bool _isDestroyed = false;
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@ -52,9 +58,12 @@ public partial class Enemy : CharacterBody2D
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_navigationAgent = GetNodeOrNull<NavigationAgent2D>("NavigationAgent2D");
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_alarmManager = GetNode<AlarmManager>("/root/GameScene/AlarmManager");
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_alarmManager.AlarmEnabled += AlarmManagerOnAlarmEnabled;
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_alarmManager = GetNodeOrNull<AlarmManager>("/root/GameScene/AlarmManager");
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if (_alarmManager != null)
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{
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_alarmManager.AlarmEnabled += AlarmManagerOnAlarmEnabled;
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}
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}
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private void AlarmManagerOnAlarmEnabled(Vector2 location)
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@ -7,9 +7,13 @@ public partial class GameManager : Node2D
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private Hud _hud;
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private PlayerMovement _player;
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public PlayerMovement Player => _player;
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private Node2D _cameraTarget;
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public Vector2? PlayerPosition => _player?.GlobalPosition ?? null;
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[Export]
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public PackedScene PlayerTemplate { get; set; }
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13
Scripts/Resources/AttackPattern.cs
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13
Scripts/Resources/AttackPattern.cs
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@ -0,0 +1,13 @@
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using Cirno.Scripts.Actors;
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using Godot;
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namespace Cirno.Scripts.Resources;
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public abstract partial class AttackPattern : Resource
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{
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public Boss Boss;
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[Export] public bool WaitForCompletion = true;
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public abstract void Start(Boss boss);
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public abstract void UpdatePattern(double delta);
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public abstract bool IsComplete();
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}
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35
Scripts/Resources/BossPhase.cs
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35
Scripts/Resources/BossPhase.cs
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@ -0,0 +1,35 @@
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using Cirno.Scripts.Actors;
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using Godot;
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using Godot.Collections;
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namespace Cirno.Scripts.Resources;
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[GlobalClass]
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public partial class BossPhase : Resource
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{
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[Export] public int Threshold;
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[Export] public Array<AttackPattern> Patterns;
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private int currentPatternIndex = 0;
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private double patternTimer;
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public void Start(Boss boss)
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{
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currentPatternIndex = 0;
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Patterns[currentPatternIndex].Start(boss);
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}
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public void UpdatePhase(double delta)
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{
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patternTimer += delta;
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var currentPattern = Patterns[currentPatternIndex];
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currentPattern.UpdatePattern(delta);
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if (!currentPattern.WaitForCompletion || currentPattern.IsComplete())
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{
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currentPatternIndex = (currentPatternIndex + 1) % Patterns.Count;
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Patterns[currentPatternIndex].Start(currentPattern.Boss);
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}
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}
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}
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14
Scripts/Resources/DecreasingSpeedModifier.cs
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14
Scripts/Resources/DecreasingSpeedModifier.cs
Normal file
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@ -0,0 +1,14 @@
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using Godot;
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namespace Cirno.Scripts.Resources;
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[GlobalClass]
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public partial class DecreasingSpeedModifier : Resource, IBulletModifier
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{
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[Export] private float decreaseRate = 0.1f;
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public float ModifySpeed(float baseSpeed, int bulletIndex)
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{
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return Mathf.Max(0, baseSpeed - (decreaseRate * bulletIndex));
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}
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}
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6
Scripts/Resources/IBulletModifier.cs
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6
Scripts/Resources/IBulletModifier.cs
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@ -0,0 +1,6 @@
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namespace Cirno.Scripts.Resources;
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public interface IBulletModifier
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{
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float ModifySpeed(float baseSpeed, int bulletIndex);
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}
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42
Scripts/Resources/PatternGroup.cs
Normal file
42
Scripts/Resources/PatternGroup.cs
Normal file
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@ -0,0 +1,42 @@
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using Godot;
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using System.Collections.Generic;
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using Cirno.Scripts.Actors;
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using Godot.Collections;
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namespace Cirno.Scripts.Resources;
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[GlobalClass]
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public partial class PatternGroup : AttackPattern
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{
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[Export] private Array<AttackPattern> patterns;
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private int currentPatternIndex = 0;
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public override void Start(Boss boss)
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{
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Boss = boss;
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currentPatternIndex = 0;
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patterns[currentPatternIndex].Start(boss);
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}
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public override void UpdatePattern(double delta)
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{
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if (currentPatternIndex < patterns.Count)
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{
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patterns[currentPatternIndex].UpdatePattern(delta);
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if (!patterns[currentPatternIndex].WaitForCompletion || patterns[currentPatternIndex].IsComplete())
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{
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currentPatternIndex++;
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if (currentPatternIndex < patterns.Count)
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{
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patterns[currentPatternIndex].Start(Boss);
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}
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}
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}
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}
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public override bool IsComplete()
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{
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return currentPatternIndex >= patterns.Count;
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}
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}
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37
Scripts/Resources/SimpleMovementPattern.cs
Normal file
37
Scripts/Resources/SimpleMovementPattern.cs
Normal file
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@ -0,0 +1,37 @@
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using Cirno.Scripts.Actors;
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using Godot;
|
||||
|
||||
namespace Cirno.Scripts.Resources;
|
||||
|
||||
[GlobalClass]
|
||||
public partial class SimpleMovementPattern : AttackPattern
|
||||
{
|
||||
[Export] private Vector2 relativeTargetPosition;
|
||||
[Export] private float moveDuration = 2f;
|
||||
[Export] private Tween.TransitionType transitionType = Tween.TransitionType.Linear;
|
||||
[Export] private Tween.EaseType easeType = Tween.EaseType.InOut;
|
||||
|
||||
private Tween tween;
|
||||
private bool isComplete = false;
|
||||
|
||||
public override void Start(Boss boss)
|
||||
{
|
||||
Boss = boss;
|
||||
tween = boss.CreateTween();
|
||||
isComplete = false;
|
||||
|
||||
Vector2 targetPosition = (Boss?.HomePosition ?? boss.GlobalPosition) + relativeTargetPosition;
|
||||
|
||||
tween.TweenProperty(Boss, "position", targetPosition, moveDuration)
|
||||
.SetTrans(transitionType)
|
||||
.SetEase(easeType)
|
||||
.Finished += () => isComplete = true;
|
||||
}
|
||||
|
||||
public override void UpdatePattern(double delta) { }
|
||||
|
||||
public override bool IsComplete()
|
||||
{
|
||||
return isComplete;
|
||||
}
|
||||
}
|
||||
|
|
@ -97,7 +97,6 @@ public partial class Weapon : Node2D
|
|||
|
||||
// Rotate the ShootDirection by the spread angle
|
||||
Vector2 spreadDirection = ShootDirection.Rotated(Mathf.DegToRad(spreadOffset));
|
||||
|
||||
|
||||
var bullet = this.CreateChildOf<Bullet>(_gameManager.BulletsContainer, BulletScene, _muzzle.GlobalPosition);
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue