cirnogodot/Scripts/Activables/BulletEmitter.cs
2025-02-14 19:35:13 +01:00

50 lines
No EOL
1.4 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]
private bool _isEmitting { get; set; } = false;
[Export] public float Spread { get; set; } = 0f;
[Export] public float Rotation { get; set; } = 0f;
private BulletSpawner _bulletSpawner;
public override void _Ready()
{
_bulletSpawner = GetNode<BulletSpawner>("BulletSpawner");
}
public void Activate(ActivationType activationType = ActivationType.Toggle)
{
switch (activationType)
{
case ActivationType.Toggle:
break;
case ActivationType.Enable:
_bulletSpawner.SpawnBullet(BulletResource.MakeBullet(this.GlobalPosition, 1, Spread, Rotation));
break;
case ActivationType.Disable:
break;
case ActivationType.Use:
_bulletSpawner.SpawnBullet(BulletResource.MakeBullet(this.GlobalPosition, 1, Spread, Rotation));
break;
case ActivationType.Destroy:
break;
default:
throw new ArgumentOutOfRangeException(nameof(activationType), activationType, null);
}
}
}