mirror of
https://gitlab.com/MaddoScientisto/cirnogodot.git
synced 2026-06-01 10:35:34 +00:00
134 lines
No EOL
3.3 KiB
C#
134 lines
No EOL
3.3 KiB
C#
using System;
|
|
using Cirno.Scripts.Components;
|
|
using Cirno.Scripts.Resources;
|
|
using Godot;
|
|
|
|
namespace Cirno.Scripts.Activables;
|
|
|
|
public partial class BulletEmitter : Node2D, IActivable
|
|
{
|
|
[Export]
|
|
public BulletResource BulletResource { get; set; }
|
|
|
|
[Export]
|
|
public bool EmitOnStart { get; set; } = false;
|
|
|
|
[Export]
|
|
public bool InvertSignal { get; private set; } = false;
|
|
|
|
[Export]
|
|
public float EmitCoolDown { get; private set; } = 0.2f;
|
|
|
|
[Export] public float BurstCoolDown { get; private set; } = 2f;
|
|
|
|
[Export] public float Spread { get; set; } = 0f;
|
|
|
|
[Export] public int Count { get; set; } = 1;
|
|
|
|
[Export] public float EmissionRotation { get; set; } = 0f;
|
|
|
|
[Export] public float RotationSpeed { get; private set; } = 0f;
|
|
|
|
[Export] public int BulletsPerBurst { get; private set; } = 1;
|
|
|
|
|
|
[Signal]
|
|
public delegate void StateChangedEventHandler(bool isEmitting);
|
|
|
|
private BulletSpawner _bulletSpawner;
|
|
|
|
protected bool IsEmitting = false;
|
|
|
|
private double _emitTimer = 0f;
|
|
|
|
private double _reloadTimer = 0f;
|
|
|
|
private float _currentEmissionRotation = 0f;
|
|
|
|
private int _currentBullets = 0;
|
|
|
|
private bool _isReloading = false;
|
|
|
|
public override void _Ready()
|
|
{
|
|
_bulletSpawner = GetNode<BulletSpawner>("BulletSpawner");
|
|
|
|
_currentEmissionRotation = EmissionRotation;
|
|
_currentBullets = BulletsPerBurst;
|
|
|
|
if (EmitOnStart)
|
|
{
|
|
IsEmitting = true;
|
|
CallDeferred(MethodName.Shoot);
|
|
}
|
|
EmitSignal(SignalName.StateChanged, IsEmitting);
|
|
}
|
|
|
|
public override void _Process(double delta)
|
|
{
|
|
if (!IsEmitting) return;
|
|
|
|
if (_isReloading)
|
|
{
|
|
_reloadTimer += delta;
|
|
|
|
if (_reloadTimer >= BurstCoolDown)
|
|
{
|
|
_currentBullets = BulletsPerBurst;
|
|
_isReloading = false;
|
|
_reloadTimer = 0f;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
_emitTimer += delta;
|
|
|
|
if (_emitTimer >= EmitCoolDown)
|
|
{
|
|
Shoot();
|
|
_emitTimer = 0f;
|
|
}
|
|
}
|
|
|
|
public void Shoot()
|
|
{
|
|
_bulletSpawner.SpawnBullet(BulletResource.MakeBullet(this.GlobalPosition, Count, Spread, _currentEmissionRotation));
|
|
|
|
_currentEmissionRotation += RotationSpeed;
|
|
|
|
_currentBullets--;
|
|
|
|
if (_currentBullets <= 0)
|
|
{
|
|
_isReloading = true;
|
|
}
|
|
}
|
|
|
|
public bool Activate(ActivationType activationType = ActivationType.Toggle)
|
|
{
|
|
switch (activationType)
|
|
{
|
|
case ActivationType.Open:
|
|
case ActivationType.Enable:
|
|
IsEmitting = !InvertSignal;
|
|
_emitTimer = 0;
|
|
break;
|
|
case ActivationType.Close:
|
|
case ActivationType.Disable:
|
|
IsEmitting = InvertSignal;
|
|
_emitTimer = 0;
|
|
break;
|
|
case ActivationType.Use:
|
|
case ActivationType.Toggle:
|
|
IsEmitting = !IsEmitting;
|
|
_emitTimer = 0;
|
|
break;
|
|
case ActivationType.Destroy:
|
|
break;
|
|
}
|
|
|
|
EmitSignal(SignalName.StateChanged, IsEmitting);
|
|
return true;
|
|
}
|
|
} |