using Cirno.Scripts.Actors; using Cirno.Scripts.Components; using Cirno.Scripts.Resources; namespace Cirno.Scripts.AttackPatterns; using Godot; [GlobalClass] public partial class TargetedPattern : AttackPattern { [Export] public PackedScene BulletScene; [Export] private float bulletSpeed = 5f; [Export] private float duration = 3f; [Export] private float burstInterval = 0.5f; [Export] private int bulletsPerShot = 1; [Export] private float spread = 0f; [Export] private BulletOwner owner = BulletOwner.Enemy; [Export] private Resource modifier; private double timer; private double burstTimer; private BulletSpawner spawner; //private Node2D player; private GameManager _gameManager; public override void Start(Boss boss) { _gameManager = boss.GetNode("/root/GameScene"); Boss = boss; timer = 0; burstTimer = 0; spawner = boss.GetNode("BulletSpawner"); } public override void UpdatePattern(double delta) { timer += delta; burstTimer += delta; if (timer < duration && burstTimer >= burstInterval && _gameManager.PlayerPosition.HasValue) { spawner.SpawnTargetedBullet(Boss.GlobalPosition, _gameManager.PlayerPosition.Value, bulletSpeed, owner, BulletScene, bulletsPerShot, spread, modifier as IBulletModifier); burstTimer = 0; } } public override bool IsComplete() { return timer >= duration; } }