mirror of
https://gitlab.com/MaddoScientisto/cirnogodot.git
synced 2026-06-01 11:15:33 +00:00
48 lines
No EOL
2 KiB
C#
48 lines
No EOL
2 KiB
C#
using System.Collections.Generic;
|
|
using Cirno.Scripts.Resources;
|
|
using Cirno.Scripts.Utils;
|
|
using Godot;
|
|
|
|
namespace Cirno.Scripts.Components;
|
|
|
|
public class BulletInfo(BulletResource originalBulletResource)
|
|
{
|
|
public BulletResource OriginalBulletResource { get; set; } = originalBulletResource;
|
|
public Vector2 Position { get; set; }
|
|
public Vector2 Direction { get; set; }
|
|
public float Speed { get; set; }
|
|
public float LifeTime { get; set; }
|
|
public bool DestroyOnCollision => Attributes.HasNoFlags(BulletFlags.Piercing);
|
|
public BulletOwner Owner { get; set; }
|
|
public DamageType DamageType { get; set; }
|
|
public float Damage { get; set; }
|
|
public float Knockback { get; set; }
|
|
public int BulletCount { get; set; }
|
|
public float RotationSpeed { get; set; }
|
|
public float RotationOffset { get; set; }
|
|
//public double Time { get; set; }
|
|
public float Spread { get; set; }
|
|
public bool RotateSprite => Attributes.HasFlag(BulletFlags.Rotateable);
|
|
|
|
public bool Controllabe => Attributes.HasFlag(BulletFlags.Controllable);
|
|
|
|
public bool Freezable => Attributes.HasFlag(BulletFlags.Freezable);
|
|
public PackedScene BulletScene { get; set; }
|
|
public PackedScene DestructionParticlesScene { get; set; }
|
|
public IBulletModifier Modifier { get; set; }
|
|
public List<TimeModifier> TimeModifiers { get; set; } = new List<TimeModifier>();
|
|
|
|
public bool Grazeable => Attributes.HasFlag(BulletFlags.Grazeable);
|
|
public float GrazeValue { get; set; }
|
|
|
|
public BulletFlags Attributes { get; set; }
|
|
|
|
#region Laser
|
|
public bool IsLaser { get; set; }
|
|
public float SpawnDelay { get; set; } = 0.3f; // Delay before beam appears
|
|
public float PreFireTime { get; set; } = 0.5f; // Time before laser becomes lethal
|
|
public float LethalTime { get; set; } = 1.5f; // Time laser remains lethal
|
|
public Color PreFireColor { get; set; } = new Color(1, 0, 0, 0.5f); // Thin red beam
|
|
public Color LethalColor { get; set; } = new Color(1, 0, 0, 1.0f); // Thicker beam
|
|
#endregion
|
|
} |