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https://gitlab.com/MaddoScientisto/cirnogodot.git
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45 lines
No EOL
1.9 KiB
C#
45 lines
No EOL
1.9 KiB
C#
using System.Collections.Generic;
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using Cirno.Scripts.Resources;
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using Godot;
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namespace Cirno.Scripts.Components;
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public class BulletInfo(BulletResource originalBulletResource)
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{
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public BulletResource OriginalBulletResource { get; set; } = originalBulletResource;
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public Vector2 Position { get; set; }
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public Vector2 Direction { get; set; }
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public float Speed { get; set; }
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public float LifeTime { get; set; }
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public bool DestroyOnCollision { get; set; }
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public BulletOwner Owner { get; set; }
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public DamageType DamageType { get; set; }
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public float Damage { get; set; }
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public float Knockback { get; set; }
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public int BulletCount { get; set; }
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public float RotationSpeed { get; set; }
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public float RotationOffset { get; set; }
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//public double Time { get; set; }
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public float Spread { get; set; }
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public bool RotateSprite { get; set; } = false;
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public bool Controllabe { get; set; } = false;
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public bool Freezable { get; set; } = true;
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public PackedScene BulletScene { get; set; }
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public PackedScene DestructionParticlesScene { get; set; }
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public IBulletModifier Modifier { get; set; }
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public List<TimeModifier> TimeModifiers { get; set; } = new List<TimeModifier>();
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public bool Grazeable { get; set; }
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public float GrazeValue { get; set; }
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public BulletFlags Attributes { get; set; }
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#region Laser
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public bool IsLaser { get; set; }
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public float SpawnDelay { get; set; } = 0.3f; // Delay before beam appears
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public float PreFireTime { get; set; } = 0.5f; // Time before laser becomes lethal
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public float LethalTime { get; set; } = 1.5f; // Time laser remains lethal
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public Color PreFireColor { get; set; } = new Color(1, 0, 0, 0.5f); // Thin red beam
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public Color LethalColor { get; set; } = new Color(1, 0, 0, 1.0f); // Thicker beam
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#endregion
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} |