cirnogodot/Scripts/Components/FSM/Enemy/EnemyDropsProvider.cs

67 lines
No EOL
2.3 KiB
C#

using Cirno.Scripts.Interactables;
using Cirno.Scripts.Resources;
using Godot;
namespace Cirno.Scripts.Components.FSM.Enemy;
public partial class EnemyDropsProvider : Node2D
{
private RandomNumberGenerator _rng = new();
[Export] public float DropRadius { get; private set; } = 8f;
[Export] public float DropSpeed { get; set; } = 40f;
[Export]
public EnemyStorageModule StorageModule { get; private set; }
private readonly StringName _dropPhysicsWrapperScene = "uid://d3hds3dbosfcm";
public void DropLoot()
{
foreach (var loot in StorageModule.LootDrops)
{
if (loot is { Item: not null })
{
float roll = _rng.RandfRange(0f, 100f); // Generate a number between 0 and 100
if (roll <= loot.Chance) // Compare with drop chance
{
DropItem(loot.Item);
}
}
}
}
private void DropItem(LootItem item)
{
if (!string.IsNullOrWhiteSpace(item.DropScenePath))
{
GD.Print($"Dropped item: {item.ItemName}");
var dropScene = GD.Load<PackedScene>(_dropPhysicsWrapperScene);
var dropInstance = StorageModule.Root.CreateSibling<ItemDrop>(dropScene);
dropInstance.ItemToDrop = item;
dropInstance.StartingSpeed = DropSpeed;
// var scene = GD.Load<PackedScene>(item.DropScenePath);
// var droppedItem = StorageModule.Root.CreateSibling<Node2D>(scene);
//
// // Generate random point within DropRadius
// float angle = _rng.RandfRange(0, Mathf.Tau); // Random angle (0 to 2π)
// float radius = _rng.RandfRange(0, DropRadius); // Random radius within range
//
// // Convert polar to cartesian coordinates
// float xOffset = radius * Mathf.Cos(angle);
// float yOffset = radius * Mathf.Sin(angle);
//
// Vector2 spawnPosition = StorageModule.Root.GlobalPosition + new Vector2(xOffset, yOffset);
//
// droppedItem.GlobalPosition = spawnPosition;
}
else
{
GD.Print($"Skipping Item with missing path: {item.ItemName}");
}
}
}