mirror of
https://gitlab.com/MaddoScientisto/cirnogodot.git
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101 lines
No EOL
3.3 KiB
C#
101 lines
No EOL
3.3 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using Cirno.Scripts.Components;
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using Godot;
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using Godot.Collections;
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namespace Cirno.Scripts.Resources;
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[GlobalClass]
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[Tool]
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public partial class WeaponResource : Resource
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{
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[Export] public StringName Name { get; set; }
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[Export] public BulletResource BulletData { get; private set; }
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//[Export]
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//public PackedScene BulletScene { get; set; }
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//[Export] public PackedScene DestructionParticlesScene { get; set; }
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[Export] public int Priority { get; set; } = 0;
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[Export] public int AmmoPerShot { get; set; } = 1;
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[Export] public double RateOfFire = 0.4f;
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[Export] public int BulletCapacity = 20;
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[Export] public double ReloadTime = 1.0f;
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[Export] public bool AutoReload = true;
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[Export] public bool InfiniteAmmo = true;
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[Export] public StringName ItemKey;
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[Export] public StringName AmmoKey;
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[ExportCategory("Battery Recharge")] [Export]
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public double RechargeTime = 0.5d;
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[Export] public int RechargeAmount = 1;
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[Export] public bool StopToShoot = false;
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#region Bullet spawn data
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[ExportCategory("Bullet Spawn Data")] [Export]
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public int BulletsPerShot = 1;
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[Export] public float SpreadAngle = 0f;
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[Export] public float RandomSpread = 0f;
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//[Export] public float BulletSpeed = 100f;
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//[Export] public float BulletDamage = 1;
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//[Export] public float LifeTime = 10f;
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[Export] private float _rotationOffset = 0f;
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//[Export] private BulletOwner owner = BulletOwner.None;
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//[Export] private DamageType _damageType = DamageType.Neutral;
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//[Export] private Resource _modifier;
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//[Export] private Array<Resource> _timeModifiers;
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#endregion
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[ExportCategory("Sounds")] [Export] public AudioStream ReloadSound { get; set; }
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[Export] public AudioStream ShootSound { get; set; }
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[Export] public AudioStream EmptySound { get; set; }
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// --------------------------------------------------
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// Upgrade / progression blueprint data
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// Resources must remain blueprint-only; these fields describe
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// how this weapon progresses to the next tier.
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// --------------------------------------------------
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[Export]
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public int ExperienceToNextLevel { get; set; } = 0; // XP required to evolve to NextLevelWeapon (0 = no progression)
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[Export] public WeaponResource NextLevelWeapon { get; set; } // Reference to the next-tier weapon resource
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public BulletInfo MakeBullet(Vector2 position)
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{
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return BulletData.MakeBullet(position, BulletsPerShot, SpreadAngle, _rotationOffset);
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// return new BulletInfo()
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// {
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// Position = position,
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// Direction = Vector2.Right,
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// Speed = BulletSpeed,
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// Owner = owner,
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// DamageType = _damageType,
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// Damage = BulletDamage,
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// BulletCount = BulletsPerShot,
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// Spread = SpreadAngle,
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// BulletScene = BulletScene,
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// RotationOffset = _rotationOffset,
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// Modifier = _modifier as IBulletModifier,
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// LifeTime = LifeTime,
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// DestructionParticlesScene = DestructionParticlesScene,
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// TimeModifiers = _timeModifiers?.Where(mod => mod is TimeModifier).Cast<TimeModifier>().ToList() ??
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// new List<TimeModifier>()
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// };
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}
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} |