using Godot; using System; using System.Diagnostics; public partial class Bullet : Area2D { [Export] public float Speed = 1900f; [Export] public float Damage = 1f; private Vector2 _direction = Vector2.Right; //public delegate void BulletHitEventHandler(Node Body); //public event BulletHitEventHandler BulletHit; // Called when the node enters the scene tree for the first time. public override void _Ready() { //this.Connect("body_entered", new Callable(this, nameof(OnBodyEntered))); } //private void OnBodyEntered(Node body) //{ // When a body is entered, invoke the event and pass the collided body // BulletHit?.Invoke(body); // Then remove the bullet // QueueFree(); //} public void SetDirection(Vector2 direction) { var normalized = direction.Normalized(); _direction = normalized; //Debug.WriteLine($"Bullet Shot at direction {direction.X} {direction.Y}"); } // Called every frame. 'delta' is the elapsed time since the previous frame. public override void _Process(double delta) { this.Position += ((float)(Speed * delta) * _direction); } private void _on_visible_on_screen_notifier_2d_screen_exited() { //Debug.WriteLine("Destroy bullet out of screen"); QueueFree(); } private void _on_body_entered(Node2D body) { if (body.IsInGroup("Solid")) { //Debug.WriteLine("Collision"); QueueFree(); } //// Do not Collide with body for purpose of destroying bullets // else if (body.IsInGroup("Destroyable")) // { // Debug.WriteLine("Collision with destroyable object body"); // QueueFree(); // } } private void _on_area_entered(Area2D area) { if (area.IsInGroup("Solid")) { QueueFree(); return; } if (area.IsInGroup("Destroyable") && area is IDestructible destructible) { //Debug.WriteLine("Collision with destroyable object area"); destructible.Hit(Damage); QueueFree(); } } }