cirnogodot/Scripts/Activables/BulletEmitter.cs

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;
}
}