using Cirno.Scripts.Components; using Godot; namespace Cirno.Scripts.Resources; [GlobalClass] [Tool] public partial class SpeedModifier : BulletCreationModifier, IBulletModifier { [Export] public SpeedModifierType ModifierType; [Export] public EasingType Easing; [Export] public bool Invert = false; [Export] public float MinimumSpeed = 10f; [Export] public float ScalingFactor = 10.0f; public override BulletInfo ModifyBullet(BulletInfo bullet, int bulletIndex, int totalBullets) { bullet.Speed = ModifySpeed(bullet.OriginalBulletResource.BulletSpeed, bulletIndex, totalBullets); return bullet; } public float ModifySpeed(float baseSpeed, int bulletIndex, int totalBullets) { if (totalBullets <= 1) return baseSpeed; float t = (float)bulletIndex / (totalBullets - 1); // Normalize to [0,1] if (Invert) t = 1 - t; t = ApplyEasing(t); return Mathf.Lerp(MinimumSpeed, baseSpeed, t); } private float ApplyEasing(float t) { switch (ModifierType) { case SpeedModifierType.Linear: return t; case SpeedModifierType.Quad: return Easing == EasingType.In ? t * t : Easing == EasingType.Out ? 1 - (1 - t) * (1 - t) : (t < 0.5f ? 2 * t * t : 1 - Mathf.Pow(-2 * t + 2, 2) / 2); case SpeedModifierType.Sine: return Easing == EasingType.In ? 1 - Mathf.Cos((t * Mathf.Pi) / 2) : Easing == EasingType.Out ? Mathf.Sin((t * Mathf.Pi) / 2) : -(Mathf.Cos(Mathf.Pi * t) - 1) / 2; case SpeedModifierType.Exponential: return Easing == EasingType.In ? Mathf.Pow(2, 10 * (t - 1)) : Easing == EasingType.Out ? 1 - Mathf.Pow(2, -10 * t) : (t < 0.5f ? Mathf.Pow(2, 10 * (2 * t - 1)) / 2 : (2 - Mathf.Pow(2, -10 * (2 * t - 1))) / 2); case SpeedModifierType.Quint: return Easing == EasingType.In ? t * t * t * t * t : Easing == EasingType.Out ? 1 - Mathf.Pow(1 - t, 5) : (t < 0.5f ? 16 * t * t * t * t * t : 1 - Mathf.Pow(-2 * t + 2, 5) / 2); case SpeedModifierType.Circ: return Easing == EasingType.In ? 1 - Mathf.Sqrt(1 - t * t) : Easing == EasingType.Out ? Mathf.Sqrt(1 - Mathf.Pow(t - 1, 2)) : (t < 0.5f ? (1 - Mathf.Sqrt(1 - 4 * t * t)) / 2 : (Mathf.Sqrt(1 - Mathf.Pow(-2 * t + 2, 2)) + 1) / 2); case SpeedModifierType.Cubic: return Easing == EasingType.In ? t * t * t : Easing == EasingType.Out ? 1 - Mathf.Pow(1 - t, 3) : (t < 0.5f ? 4 * t * t * t : 1 - Mathf.Pow(-2 * t + 2, 3) / 2); case SpeedModifierType.Quart: return Easing == EasingType.In ? t * t * t * t : Easing == EasingType.Out ? 1 - Mathf.Pow(1 - t, 4) : (t < 0.5f ? 8 * t * t * t * t : 1 - Mathf.Pow(-2 * t + 2, 4) / 2); case SpeedModifierType.Elastic: return Easing == EasingType.In ? (t == 0 ? 0 : t == 1 ? 1 : -Mathf.Pow(2, 10 * t - 10) * Mathf.Sin((t * 10 - 10.75f) * ((2 * Mathf.Pi) / 3))) : Easing == EasingType.Out ? (t == 0 ? 0 : t == 1 ? 1 : Mathf.Pow(2, -10 * t) * Mathf.Sin((t * 10 - 0.75f) * ((2 * Mathf.Pi) / 3)) + 1) : (t < 0.5f ? -(Mathf.Pow(2, 20 * t - 10) * Mathf.Sin((20 * t - 11.125f) * ((2 * Mathf.Pi) / 3))) / 2 : (Mathf.Pow(2, -20 * t + 10) * Mathf.Sin((20 * t - 11.125f) * ((2 * Mathf.Pi) / 3))) / 2 + 1); case SpeedModifierType.Back: float c1 = 1.70158f; float c2 = c1 * 1.525f; return Easing == EasingType.In ? (c1 + 1) * t * t * t - c1 * t * t : Easing == EasingType.Out ? 1 + (c1 + 1) * Mathf.Pow(t - 1, 3) + c1 * Mathf.Pow(t - 1, 2) : (t < 0.5f ? (Mathf.Pow(2 * t, 2) * ((c2 + 1) * 2 * t - c2)) / 2 : (Mathf.Pow(2 * t - 2, 2) * ((c2 + 1) * (t * 2 - 2) + c2) + 2) / 2); case SpeedModifierType.Bounce: return Easing == EasingType.In ? 1 - ApplyEasing(1 - t) : Easing == EasingType.Out ? BounceEaseOut(t) : (t < 0.5f ? (1 - BounceEaseOut(1 - 2 * t)) / 2 : (1 + BounceEaseOut(2 * t - 1)) / 2); default: return t; } } private float BounceEaseOut(float t) { if (t < 1 / 2.75f) return 7.5625f * t * t; else if (t < 2 / 2.75f) return 7.5625f * (t -= 1.5f / 2.75f) * t + 0.75f; else if (t < 2.5f / 2.75f) return 7.5625f * (t -= 2.25f / 2.75f) * t + 0.9375f; else return 7.5625f * (t -= 2.625f / 2.75f) * t + 0.984375f; } public float ApplyModifier(float baseSpeed, float factor) { float easedFactor = factor; switch (Easing) { case EasingType.In: easedFactor = factor * factor; break; case EasingType.Out: easedFactor = 1 - Mathf.Pow(1 - factor, 2); break; case EasingType.InOut: easedFactor = factor < 0.5f ? 2 * factor * factor : 1 - Mathf.Pow(-2 * factor + 2, 2) / 2; break; } float speedRange = baseSpeed - MinimumSpeed; float modifiedSpeed = MinimumSpeed + speedRange * easedFactor; switch (ModifierType) { case SpeedModifierType.Sine: modifiedSpeed *= Mathf.Sin(easedFactor * Mathf.Pi * 0.5f); break; case SpeedModifierType.Quad: modifiedSpeed *= easedFactor * easedFactor; break; case SpeedModifierType.Exponential: modifiedSpeed *= Mathf.Pow(2, easedFactor) - 1; break; case SpeedModifierType.Quint: modifiedSpeed *= easedFactor * easedFactor * easedFactor * easedFactor * easedFactor; break; case SpeedModifierType.Circ: modifiedSpeed *= 1 - Mathf.Sqrt(1 - easedFactor * easedFactor); break; case SpeedModifierType.Cubic: modifiedSpeed *= easedFactor * easedFactor * easedFactor; break; case SpeedModifierType.Linear: modifiedSpeed *= easedFactor; break; case SpeedModifierType.Quart: modifiedSpeed *= easedFactor * easedFactor * easedFactor * easedFactor; break; case SpeedModifierType.Elastic: modifiedSpeed *= Mathf.Sin(13 * easedFactor * Mathf.Pi) * Mathf.Pow(2, 10 * (easedFactor - 1)); break; case SpeedModifierType.Back: modifiedSpeed *= easedFactor * easedFactor * (2.70158f * easedFactor - 1.70158f); break; case SpeedModifierType.Bounce: modifiedSpeed *= Mathf.Abs(Mathf.Sin(6.28f * (easedFactor + 1) * (easedFactor + 1)) * (1 - easedFactor)); break; } if (Invert) { modifiedSpeed = baseSpeed + (baseSpeed - modifiedSpeed); } return Mathf.Max(modifiedSpeed, MinimumSpeed); } } public enum SpeedModifierType { Sine, Quad, Exponential, Quint, Circ, Cubic, Linear, Quart, Elastic, Back, Bounce } public enum EasingType { In, Out, InOut }