cirnogodot/Scripts/AttackPatterns/TargetedPattern.cs

52 lines
No EOL
1.4 KiB
C#

using Cirno.Scripts.Actors;
using Cirno.Scripts.Components;
using Cirno.Scripts.Resources;
namespace Cirno.Scripts.AttackPatterns;
using Godot;
[GlobalClass]
public partial class TargetedPattern : AttackPattern
{
[Export] public PackedScene BulletScene;
[Export] private float bulletSpeed = 5f;
[Export] private float duration = 3f;
[Export] private float burstInterval = 0.5f;
[Export] private int bulletsPerShot = 1;
[Export] private float spread = 0f;
[Export] private BulletOwner owner = BulletOwner.Enemy;
[Export] private BulletCreationModifier modifier;
private double timer;
private double burstTimer;
private BulletSpawner spawner;
//private Node2D player;
public override void Start(Node2D parent)
{
Parent = parent;
timer = 0;
burstTimer = 0;
spawner = Parent.GetNode<BulletSpawner>("BulletSpawner");
}
public override void UpdatePattern(double delta)
{
timer += delta;
burstTimer += delta;
if (timer < duration && burstTimer >= burstInterval && GameManager.Instance.PlayerPosition.HasValue)
{
spawner.SpawnTargetedBullet(Parent.GlobalPosition, GameManager.Instance.PlayerPosition.Value, bulletSpeed, owner, BulletScene, bulletsPerShot, spread, modifier);
burstTimer = 0;
}
}
public override bool IsComplete()
{
return timer >= duration;
}
}