cirnogodot/Scripts/Actors/BulletSpawner3D.cs
2025-06-20 15:39:19 +02:00

55 lines
No EOL
2.1 KiB
C#

using Cirno.Scripts.Components;
using Cirno.Scripts.Controllers;
using Cirno.Scripts.Weapons;
using Godot;
namespace Cirno.Scripts.Actors;
public partial class BulletSpawner3D : Node3D
{
[Export] public PackedScene BulletScene;
public void SpawnBullet(BulletInfo bulletInfo, Vector3 position)
{
var bulletScene = bulletInfo.BulletScene ?? BulletScene;
Bullet3D bullet;
int count = bulletInfo.BulletCount;
float spreadRadians = Mathf.DegToRad(bulletInfo.Spread);
float step = count > 1 ? spreadRadians / (count - 1) : 0;
for (int i = 0; i < count; i++)
{
bullet = PoolingManager.Instance.SpawnBullet<Bullet3D>(bulletInfo.OriginalBulletResource);
bullet.GlobalPosition = position;
if (bulletInfo.Modifier is not null)
{
bulletInfo = bulletInfo.Modifier.ModifyBullet(bulletInfo, i, count);
}
bullet.Initialize(bulletInfo);
Vector2 baseDirection = bulletInfo.Direction == Vector2.Zero ? Vector2.Right : bulletInfo.Direction.Normalized();
float baseAngle = Mathf.Atan2(baseDirection.Y, baseDirection.X);
// Spread centered: offset from center
float offsetFromCenter = (i - (count - 1) / 2.0f) * step;
float angle = baseAngle + Mathf.DegToRad(bulletInfo.RotationOffset) + offsetFromCenter;
Vector2 bulletDirection = new Vector2(Mathf.Cos(angle), Mathf.Sin(angle));
bullet.SetDirection(bulletDirection);
// float offsetRadians = Mathf.DegToRad(bulletInfo.RotationOffset);
// float spreadStep = Mathf.DegToRad(bulletInfo.Spread) / Mathf.Max(1, bulletInfo.BulletCount - 1); // Ensure proper spread spacing, also add 1 if 0
// float angle = baseAngle + offsetRadians + (spreadStep * i);
//
//
// Vector2 bulletDirection = new Vector2(Mathf.Cos(angle), Mathf.Sin(angle));
//
// bullet.SetDirection(bulletDirection);
}
}
}