cirnogodot/Scripts/Components/BulletSpawner.cs

94 lines
No EOL
4.1 KiB
C#

using System;
using System.Collections.Generic;
using Cirno.Scripts.Resources;
using Godot;
using Godot.Collections;
namespace Cirno.Scripts.Components;
public partial class BulletSpawner : Node2D
{
[Export] public PackedScene BulletScene;
private GameManager _gameManager;
public override void _Ready()
{
_gameManager = this.GetGameManager();
}
public void SpawnBullet(BulletInfo bulletInfo)
{
for (int i = 0; i < bulletInfo.BulletCount; i++)
{
var bullet = this.CreateChildOf<Bullet>(_gameManager.BulletsContainer, bulletInfo.BulletScene ?? BulletScene, bulletInfo.Position);
bullet.Initialize(bulletInfo, _gameManager);
float modifiedSpeed = bulletInfo.Modifier?.ModifySpeed(bulletInfo.Speed, i, bulletInfo.BulletCount) ?? bulletInfo.Speed;
bullet.Speed = modifiedSpeed;
Vector2 baseDirection = bulletInfo.Direction == Vector2.Zero ? Vector2.Right : bulletInfo.Direction.Normalized();
float baseAngle = Mathf.Atan2(baseDirection.Y, baseDirection.X);
float offsetRadians = Mathf.DegToRad(bulletInfo.RotationOffset);
float spreadStep = Mathf.DegToRad(bulletInfo.Spread) / (bulletInfo.BulletCount - 1); // Ensure proper spread spacing
float angle = baseAngle + offsetRadians + (spreadStep * i);
// float angle = baseAngle + Mathf.DegToRad(bulletInfo.RotationOffset + (bulletInfo.Spread / bulletInfo.BulletCount) * i);
Vector2 bulletDirection = new Vector2(Mathf.Cos(angle), Mathf.Sin(angle));
bullet.SetDirection(bulletDirection);
}
}
public void SpawnBullet(Vector2 position, Vector2 direction, float speed, BulletOwner owner, int count = 1, float angleOffset = 0, float spread = 0, PackedScene bulletScene = null, IBulletModifier modifier = null)
{
for (int i = 0; i < count; i++)
{
var bullet = this.CreateChildOf<Bullet>(_gameManager.BulletsContainer, bulletScene ?? BulletScene, position);
//var bullet = BulletScene.Instantiate<Bullet>();
bullet.Position = position;
//bullet.Speed = speed;
float modifiedSpeed = modifier?.ModifySpeed(speed, i, count) ?? speed;
bullet.Speed = modifiedSpeed;
Vector2 baseDirection = direction == Vector2.Zero ? Vector2.Right : direction.Normalized();
float baseAngle = Mathf.Atan2(baseDirection.Y, baseDirection.X);
//float angle = angleOffset + (360 / count) * i;
float angle = baseAngle + Mathf.DegToRad(angleOffset + (spread / count) * i);
Vector2 bulletDirection = new Vector2(Mathf.Cos(angle), Mathf.Sin(angle));
//Vector2 bulletDirection = new Vector2(Mathf.Cos(Mathf.DegToRad(angle)), Mathf.Sin(Mathf.DegToRad(angle)));
bullet.SetDirection(bulletDirection);
//GetParent().AddChild(bullet);
}
}
public void SpawnTargetedBullet(Vector2 position, Vector2 target, float speed, BulletOwner owner, PackedScene bulletScene = null, int burstCount = 1, float spread = 0, IBulletModifier modifier = null)
{
Vector2 direction = (target - position).Normalized();
SpawnBullet(position, direction, speed, owner, burstCount, spread: spread, bulletScene: bulletScene, modifier: modifier);
}
}
public class BulletInfo
{
public Vector2 Position { get; set; }
public Vector2 Direction { get; set; }
public float Speed { get; set; }
public float LifeTime { get; set; }
public BulletOwner Owner { get; set; }
public DamageType DamageType { get; set; }
public float Damage { get; set; }
public int BulletCount { get; set; }
public float RotationSpeed { get; set; }
public float RotationOffset { get; set; }
//public double Time { get; set; }
public float Spread { get; set; }
public PackedScene BulletScene { get; set; }
public PackedScene DestructionParticlesScene { get; set; }
public IBulletModifier Modifier { get; set; }
public List<ModifierWrapper> TimeModifiers { get; set; } = new List<ModifierWrapper>();
}