Danmaku system

This commit is contained in:
Marco 2025-02-05 19:41:49 +01:00
commit fdec052c16
38 changed files with 924 additions and 9 deletions

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using Cirno.Scripts.Actors;
using Godot;
namespace Cirno.Scripts.Resources;
public abstract partial class AttackPattern : Resource
{
public Boss Boss;
[Export] public bool WaitForCompletion = true;
public abstract void Start(Boss boss);
public abstract void UpdatePattern(double delta);
public abstract bool IsComplete();
}

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using Cirno.Scripts.Actors;
using Godot;
using Godot.Collections;
namespace Cirno.Scripts.Resources;
[GlobalClass]
public partial class BossPhase : Resource
{
[Export] public int Threshold;
[Export] public Array<AttackPattern> Patterns;
private int currentPatternIndex = 0;
private double patternTimer;
public void Start(Boss boss)
{
currentPatternIndex = 0;
Patterns[currentPatternIndex].Start(boss);
}
public void UpdatePhase(double delta)
{
patternTimer += delta;
var currentPattern = Patterns[currentPatternIndex];
currentPattern.UpdatePattern(delta);
if (!currentPattern.WaitForCompletion || currentPattern.IsComplete())
{
currentPatternIndex = (currentPatternIndex + 1) % Patterns.Count;
Patterns[currentPatternIndex].Start(currentPattern.Boss);
}
}
}

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using Godot;
namespace Cirno.Scripts.Resources;
[GlobalClass]
public partial class DecreasingSpeedModifier : Resource, IBulletModifier
{
[Export] private float decreaseRate = 0.1f;
public float ModifySpeed(float baseSpeed, int bulletIndex)
{
return Mathf.Max(0, baseSpeed - (decreaseRate * bulletIndex));
}
}

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namespace Cirno.Scripts.Resources;
public interface IBulletModifier
{
float ModifySpeed(float baseSpeed, int bulletIndex);
}

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using Godot;
using System.Collections.Generic;
using Cirno.Scripts.Actors;
using Godot.Collections;
namespace Cirno.Scripts.Resources;
[GlobalClass]
public partial class PatternGroup : AttackPattern
{
[Export] private Array<AttackPattern> patterns;
private int currentPatternIndex = 0;
public override void Start(Boss boss)
{
Boss = boss;
currentPatternIndex = 0;
patterns[currentPatternIndex].Start(boss);
}
public override void UpdatePattern(double delta)
{
if (currentPatternIndex < patterns.Count)
{
patterns[currentPatternIndex].UpdatePattern(delta);
if (!patterns[currentPatternIndex].WaitForCompletion || patterns[currentPatternIndex].IsComplete())
{
currentPatternIndex++;
if (currentPatternIndex < patterns.Count)
{
patterns[currentPatternIndex].Start(Boss);
}
}
}
}
public override bool IsComplete()
{
return currentPatternIndex >= patterns.Count;
}
}

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using Cirno.Scripts.Actors;
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;
}
}