mirror of
https://gitlab.com/MaddoScientisto/cirnogodot.git
synced 2026-06-01 10:55:35 +00:00
160 lines
3.6 KiB
C#
160 lines
3.6 KiB
C#
using Godot;
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using System;
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using System.Diagnostics;
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using Cirno.Scripts;
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using Cirno.Scripts.Components;
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using Cirno.Scripts.Resources;
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public partial class Weapon : Node2D
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{
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[Export]
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public WeaponResource WeaponData { get; set; }
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[Export]
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public PackedScene BulletScene { get; set; }
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[Export]
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public Marker2D Muzzle { get; set; }
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[Signal]
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public delegate void ShootingEventHandler();
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[Signal]
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public delegate void ReloadingEventHandler();
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[Signal] public delegate void EmptyEventHandler();
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public int Ammo { get; set; } = 0;
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private int _loadedAmmo;
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public int LoadedAmmo
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{
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get => _loadedAmmo;
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private set
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{
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_loadedAmmo = value;
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_inventoryManager?.NotifyLoadedAmmoChange(WeaponData?.ItemKey, _loadedAmmo);
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}
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}
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public Vector2 ShootDirection { get; set; } = Vector2.Zero;
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private Timer _cooldownTimer;
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private Marker2D _muzzle;
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private Node2D _bulletsContainer;
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private GameManager _gameManager;
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private InventoryManager _inventoryManager;
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// Called when the node enters the scene tree for the first time.
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public override void _Ready()
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{
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_muzzle = GetNode<Marker2D>("./Muzzle");
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_cooldownTimer = GetNode<Timer>("./ShootTimer");
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_gameManager = this.GetGameManager();
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_inventoryManager = this.GetInventoryManager();
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// Start full
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if (WeaponData != null)
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{
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LoadedAmmo = WeaponData.BulletCapacity;
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}
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}
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public void Reload()
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{
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EmitSignalReloading();
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_cooldownTimer.Start(WeaponData.ReloadTime);
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if (WeaponData.InfiniteAmmo || string.IsNullOrWhiteSpace(WeaponData.AmmoKey))
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{
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LoadedAmmo = WeaponData.BulletCapacity;
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}
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else
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{
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// if (_inventoryManager.GetItemCount(WeaponData.AmmoKey) <= 0) return;
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var ammoToLoad = _inventoryManager.RemoveItem(WeaponData.AmmoKey, WeaponData.BulletCapacity);
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if (ammoToLoad > 0)
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{
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LoadedAmmo = ammoToLoad;
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}
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else
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{
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EmitSignalEmpty();
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//GD.Print("Out of ammo");
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}
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}
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}
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public void Shoot(BulletOwner? ownerOverride = null)
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{
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// Waiting on reload or Rate of Fire cooldown?
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if (!_cooldownTimer.IsStopped())
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{
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return;
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}
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// Out of ammo?
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if (LoadedAmmo <= 0)
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{
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if (WeaponData.AutoReload)
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{
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Reload();
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}
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return;
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}
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EmitSignalShooting();
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// TODO: Shoot at muzzle position, need to provide a way to turn it, on a radius?
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float halfSpread = WeaponData.SpreadAngle / 2f;
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float spreadStep = WeaponData.BulletsPerShot > 1 ? WeaponData.SpreadAngle / (WeaponData.BulletsPerShot - 1) : 0;
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for (int i = 0; i < WeaponData.BulletsPerShot; i++)
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{
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// Calculate angle offset for this bullet
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float spreadOffset = -halfSpread + (spreadStep * i);
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// Rotate the ShootDirection by the spread angle
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Vector2 spreadDirection = ShootDirection.Rotated(Mathf.DegToRad(spreadOffset));
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var bullet = this.CreateChildOf<Bullet>(_gameManager.BulletsContainer, WeaponData.BulletData.BulletScene, _muzzle.GlobalPosition);
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if (bullet == null)
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{
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GD.PrintErr("Bullet is null, not shooting");
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return;
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};
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var bulletData = WeaponData.MakeBullet(_muzzle.GlobalPosition);
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if (ownerOverride.HasValue)
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{
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bulletData.Owner = ownerOverride.Value;
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}
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bullet.Initialize(bulletData, _gameManager);
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//bullet.SetDirection(ShootDirection);
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bullet.SetDirection(spreadDirection);
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bullet.Speed = WeaponData.BulletData.BulletSpeed;
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}
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LoadedAmmo -= 1;
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//_inventoryManager.NotifyLoadedAmmoChange(WeaponData.ItemKey, LoadedAmmo);
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// if (!string.IsNullOrWhiteSpace(WeaponData?.AmmoKey))
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// {
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// // Notify hud to decrease weapon
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//
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// }
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_cooldownTimer.Start(WeaponData?.RateOfFire ?? 0);
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}
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}
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