cirnogodot/Scripts/Bullet.cs
2025-02-13 18:25:55 +01:00

195 lines
No EOL
4 KiB
C#

using Godot;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using Cirno.Scripts;
using Cirno.Scripts.Components;
using Cirno.Scripts.Resources;
public partial class Bullet : Area2D
{
[Export]
public float Speed = 1900f;
public BulletOwner BulletOwner => _bulletInfo?.Owner ?? BulletOwner.None;
public float Damage => _bulletInfo?.Damage ?? 1;
public DamageType DamageType => _bulletInfo?.DamageType ?? DamageType.Neutral;
private Vector2 _direction = Vector2.Right;
private double _elapsedTime = 0f;
private BulletInfo _bulletInfo;
public BulletInfo BulletInfo => _bulletInfo;
private List<ModifierWrapper> _modifiers = new();
public void Initialize(BulletInfo bulletInfo)
{
_bulletInfo = bulletInfo;
// Ugly hack to make instances unique
_modifiers = _bulletInfo.TimeModifiers.Select(x => new ModifierWrapper()
{
TimeModifier = x.TimeModifier,
Applied = x.Applied
}).ToList();
}
private void ApplyTimeModifiers()
{
foreach (var modifier in _modifiers)
{
if (modifier.Applied)
{
continue;
}
if (_elapsedTime >= modifier.TimeModifier.TimeInSeconds)
{
GD.Print("Applied time modifier");
switch (modifier.TimeModifier.ModifierType)
{
case TimeModifierType.SpeedChange:
//_bulletInfo.Speed += modifier.Value;
Speed = modifier.TimeModifier.Value;
break;
case TimeModifierType.RotationChange:
RotateBullet(modifier.TimeModifier.Value);
//Rotation += Mathf.DegToRad(modifier.Value);
break;
case TimeModifierType.FacePlayer:
FacePlayer();
break;
}
modifier.Applied = true;
}
}
}
private void RotateBullet(float degrees)
{
float radians = Mathf.DegToRad(degrees);
_direction = _direction.Rotated(radians).Normalized(); // Rotate direction
SetRotation(Rotation + radians);
//Rotation = radians;
}
private void FacePlayer()
{
// TODO: cache player
var player = GetTree().GetFirstNodeInGroup("Player") as Node2D;
if (player != null)
{
_direction = (player.GlobalPosition - this.GlobalPosition).Normalized();
//LookAt(player.GlobalPosition);
}
}
//private void OnBodyEntered(Node body)
//{
// When a body is entered, invoke the event and pass the collided body
// BulletHit?.Invoke(body);
// Then remove the bullet
// QueueFree();
//}
public void SetDirection(Vector2 direction)
{
var normalized = direction.Normalized();
_direction = normalized;
SetRotation(Mathf.Atan2(normalized.Y,normalized.X) + Mathf.Pi / 2);
//Debug.WriteLine($"Bullet Shot at direction {direction.X} {direction.Y}");
}
// Called every frame. 'delta' is the elapsed time since the previous frame.
public override void _Process(double delta)
{
_elapsedTime += delta;
if (_bulletInfo != null)
{
ApplyTimeModifiers();
}
this.Position += ((float)(Speed * delta) * _direction);
}
private void _on_visible_on_screen_notifier_2d_screen_exited()
{
//Debug.WriteLine("Destroy bullet out of screen");
Destroy();
}
private void _on_body_entered(Node2D body)
{
if (body.IsInGroup("Solid"))
{
//Debug.WriteLine("Collision");
Destroy();
}
//// Do not Collide with body for purpose of destroying bullets
// else if (body.IsInGroup("Destroyable"))
// {
// Debug.WriteLine("Collision with destroyable object body");
// QueueFree();
// }
}
private void _on_area_entered(Area2D area)
{
if (area.IsInGroup("Solid"))
{
Destroy();
return;
}
if (area.IsInGroup("Destroyable") && area is IDestructible destructible)
{
//Debug.WriteLine("Collision with destroyable object area");
destructible.Hit(Damage, DamageType);
Destroy();
}
}
public void Destroy()
{
if (_bulletInfo?.DestructionParticlesScene != null)
{
var particle = this.CreateSibling<AutodeleteParticle>(_bulletInfo.DestructionParticlesScene);
particle.Init();
}
QueueFree();
}
}
public enum BulletOwner
{
None,
Player,
Enemy
}
public enum DamageType
{
Neutral,
Ballistic,
Fire,
Ice,
Explosive,
Acid
}