using System.Collections.Generic; using System.Linq; using Cirno.Scripts.Actors; using Cirno.Scripts.Components; using Cirno.Scripts.Resources; using Godot; using Godot.Collections; using Array = System.Array; namespace Cirno.Scripts.AttackPatterns; [GlobalClass] public partial class SpiralPattern : AttackPattern { [Export] public PackedScene BulletScene; [Export] private float bulletSpeed = 5f; [Export] private int bulletCount = 16; [Export] private float rotationSpeed = 0f; [Export] private float _rotationOffset = 0f; [Export] private float duration = 5f; [Export] private float burstInterval = 0.5f; [Export] private float spread = 360f; [Export] private BulletOwner owner = BulletOwner.Enemy; [Export] private DamageType _damageType = DamageType.Neutral; [Export] private float _bulletDamage = 1f; [Export] private BulletCreationModifier _modifier; [Export] private Array _timeModifiers; [Export] private bool _targetPlayer = false; private double timer; private double burstTimer; private BulletSpawner spawner; private GameManager _gameManager; public override void Start(Boss boss) { Boss = boss; timer = 0; burstTimer = burstInterval; // start immediately spawner = boss.GetNode("BulletSpawner"); } public override void UpdatePattern(double delta) { timer += delta; burstTimer += delta; if (timer < duration && burstTimer >= burstInterval) { float angleOffset = _rotationOffset + (float)(rotationSpeed * timer); Vector2 direction = Vector2.Right; if (_targetPlayer && Boss.GameManager.PlayerPosition.HasValue) { direction = (Boss.GameManager.PlayerPosition.Value - Boss.GlobalPosition).Normalized(); } spawner.SpawnBullet(new BulletInfo() { Position = Boss.GlobalPosition, Direction = direction, Speed = bulletSpeed, Owner = owner, DamageType = _damageType, Damage = _bulletDamage, BulletCount = bulletCount, Spread = spread, BulletScene = BulletScene, RotationOffset = angleOffset, Modifier = _modifier, TimeModifiers = ((_timeModifiers?.Where(mod => mod != null)) ?? Array.Empty()).Select(m => new ModifierWrapper() { TimeModifier = m, Applied = false }).ToList() }); // spawner.SpawnSpiralPattern(Boss.GlobalPosition, bulletSpeed, owner, bulletCount, rotationSpeed, timer, spread, BulletScene); burstTimer = 0; } } public override bool IsComplete() { return timer >= duration; } }