cirnogodot/Scripts/Weapon.cs

121 lines
2.7 KiB
C#

using Godot;
using System;
using System.Diagnostics;
using Cirno.Scripts;
using Cirno.Scripts.Components;
using Cirno.Scripts.Resources;
public partial class Weapon : Node2D
{
[Export]
public WeaponResource WeaponData { get; set; }
[Export]
public PackedScene BulletScene { get; set; }
[Export]
public Marker2D Muzzle { get; set; }
public int Ammo { get; set; } = 0;
public int LoadedAmmo { get; private set; }
public Vector2 ShootDirection { get; set; } = Vector2.Zero;
private Timer _cooldownTimer;
private Marker2D _muzzle;
private Node2D _bulletsContainer;
private GameManager _gameManager;
private InventoryManager _inventoryManager;
// Called when the node enters the scene tree for the first time.
public override void _Ready()
{
_muzzle = GetNode<Marker2D>("./Muzzle");
_cooldownTimer = GetNode<Timer>("./ShootTimer");
_gameManager = this.GetGameManager();
_inventoryManager = this.GetInventoryManager();
}
public void Reload()
{
_cooldownTimer.Start(WeaponData.ReloadTime);
if (WeaponData.InfiniteAmmo || string.IsNullOrWhiteSpace(WeaponData.AmmoKey))
{
LoadedAmmo = WeaponData.BulletCapacity;
}
else
{
// if (_inventoryManager.GetItemCount(WeaponData.AmmoKey) <= 0) return;
var ammoToLoad = _inventoryManager.RemoveItem(WeaponData.AmmoKey, WeaponData.BulletCapacity);
if (ammoToLoad > 0)
{
LoadedAmmo = ammoToLoad;
}
else
{
GD.Print("Out of ammo");
}
}
}
public void Shoot()
{
// Waiting on reload or Rate of Fire cooldown?
if (!_cooldownTimer.IsStopped())
{
return;
}
// Out of ammo?
if (LoadedAmmo <= 0)
{
if (WeaponData.AutoReload)
{
Reload();
}
return;
}
// TODO: Shoot at muzzle position, need to provide a way to turn it, on a radius?
float halfSpread = WeaponData.SpreadAngle / 2f;
float spreadStep = WeaponData.BulletsPerShot > 1 ? WeaponData.SpreadAngle / (WeaponData.BulletsPerShot - 1) : 0;
for (int i = 0; i < WeaponData.BulletsPerShot; i++)
{
// Calculate angle offset for this bullet
float spreadOffset = -halfSpread + (spreadStep * i);
// Rotate the ShootDirection by the spread angle
Vector2 spreadDirection = ShootDirection.Rotated(Mathf.DegToRad(spreadOffset));
var bullet = this.CreateChildOf<Bullet>(_gameManager.BulletsContainer, WeaponData.BulletData.BulletScene, _muzzle.GlobalPosition);
if (bullet == null)
{
GD.PrintErr("Bullet is null, not shooting");
return;
};
bullet.Initialize(WeaponData.MakeBullet(_muzzle.GlobalPosition), _gameManager);
//bullet.SetDirection(ShootDirection);
bullet.SetDirection(spreadDirection);
bullet.Speed = WeaponData.BulletData.BulletSpeed;
}
LoadedAmmo -= 1;
_cooldownTimer.Start(WeaponData.RateOfFire);
}
}