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 BulletCreationModifier modifier; public override IPatternMachine MakeMachine(Node2D parent) { return new TargetedPatternMachine(this, parent); } public class TargetedPatternMachine(TargetedPattern pattern, Node2D parent) : IPatternMachine { public Node2D Parent => parent; private double timer; private double burstTimer; private BulletSpawner spawner; //private Node2D player; public void Start() { timer = 0; burstTimer = 0; spawner = Parent.GetNode("BulletSpawner"); } public void UpdatePattern(double delta) { timer += delta; burstTimer += delta; if (timer < pattern.duration && burstTimer >= pattern.burstInterval && GameManager.Instance.PlayerPosition.HasValue) { spawner.SpawnTargetedBullet(Parent.GlobalPosition, GameManager.Instance.PlayerPosition.Value, pattern.bulletSpeed, pattern.owner, pattern.BulletScene, pattern.bulletsPerShot, pattern.spread, pattern.modifier); burstTimer = 0; } } public bool IsComplete() { return timer >= pattern.duration; } } }