cirnogodot/Scripts/Actors/ScriptableBulletsEmitter3D.cs

122 lines
No EOL
3.2 KiB
C#

using Cirno.Scripts.AttackPatterns;
using Cirno.Scripts.Resources;
using Cirno.Scripts.Resources.BulletScripts;
using Godot;
using Godot.Collections;
namespace Cirno.Scripts.Actors;
[Tool]
public partial class ScriptableBulletsEmitter3D : Node3D, IActivable, IScriptHost3D
{
public Node3D ParentObject => this;
[Export]
public BulletScript3D Script { get; set; }
[Export] public string ActivationGroup { get; set; }
[Export]
public bool InvertSignal { get; private set; } = false;
[Export]
public bool EmitOnStart { get; set; } = false;
[Signal]
public delegate void StateChangedEventHandler(bool isEmitting);
private bool _isActive = false;
//private BulletScript _scriptInstance;
protected BulletScript3D.BulletScriptMachine ScriptMachine;
public override void _Ready()
{
if (Engine.IsEditorHint()) return;
//_scriptInstance = Script.Duplicate(true) as BulletScript;
if (!string.IsNullOrWhiteSpace(ActivationGroup))
{
this.AddToGroup(ActivationGroup);
}
ScriptMachine = Script.Make(this);
_homePosition = this.GlobalPosition;
if (EmitOnStart)
{
_isActive = true;
ScriptMachine.Start();
}
EmitSignal(SignalName.StateChanged, _isActive);
}
public virtual void _func_godot_apply_properties(Dictionary<string, Variant> props)
{
ActivationGroup = props["targetname"].AsString();
var scriptPath = props["script_path"].AsString();
Script = GD.Load<BulletScript3D>(scriptPath);
EmitOnStart = props["emit_on_start"].AsBool();
InvertSignal = props["invert_signal"].AsBool();
//TargetFunc = props["targetfunc"];
//TargetName = props["targetname"];
}
public bool Activate(ActivationType activationType = ActivationType.Toggle)
{
if (Engine.IsEditorHint()) return false;
switch (activationType)
{
case ActivationType.Use:
case ActivationType.Toggle:
_isActive = !_isActive;
break;
case ActivationType.Open:
case ActivationType.Enable:
_isActive = !InvertSignal;
break;
case ActivationType.Close:
case ActivationType.Disable:
_isActive = InvertSignal;
break;
case ActivationType.Destroy:
_isActive = InvertSignal;
// TODO: Explode
break;
}
if (_isActive)
{
ScriptMachine.Start();
}
EmitSignal(SignalName.StateChanged, _isActive);
return true;
}
public void Toggle()
{
this.Activate();
}
public override void _Process(double delta)
{
if (Engine.IsEditorHint()) return;
if (!_isActive) return;
ScriptMachine.UpdatePhase(delta);
}
private Vector3 _homePosition;
public Vector3 HomePosition => _homePosition;
public void ChangeSpriteDirection(Vector2 direction)
{
}
}