cirnogodot/Scripts/AttackPatterns/SpiralPattern.cs
2025-02-09 09:37:43 +01:00

64 lines
2 KiB
C#

using Cirno.Scripts.Actors;
using Cirno.Scripts.Components;
using Cirno.Scripts.Resources;
using Godot;
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 Resource _modifier;
private double timer;
private double burstTimer;
private BulletSpawner spawner;
public override void Start(Boss boss)
{
Boss = boss;
timer = 0;
burstTimer = burstInterval; // start immediately
spawner = boss.GetNode<BulletSpawner>("BulletSpawner");
}
public override void UpdatePattern(double delta)
{
timer += delta;
burstTimer += delta;
if (timer < duration && burstTimer >= burstInterval)
{
float angleOffset = (float)(rotationSpeed * timer);
spawner.SpawnBullet(new BulletInfo()
{
Position = Boss.GlobalPosition,
Direction = Vector2.Right,
Speed = bulletSpeed,
Owner = owner,
BulletCount = bulletCount,
Spread = spread,
BulletScene = BulletScene,
RotationOffset = _rotationOffset,
Modifier = _modifier as IBulletModifier,
});
// spawner.SpawnSpiralPattern(Boss.GlobalPosition, bulletSpeed, owner, bulletCount, rotationSpeed, timer, spread, BulletScene);
burstTimer = 0;
}
}
public override bool IsComplete()
{
return timer >= duration;
}
}