Traveller/scripts/weapon/ProjectileWeapon.cs

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C#
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2024-04-28 13:55:19 +00:00
using System.Collections.Generic;
using ColdMint.scripts.character;
using ColdMint.scripts.debug;
using ColdMint.scripts.projectile;
using Godot;
namespace ColdMint.scripts.weapon;
public partial class ProjectileWeapon : WeaponTemplate
{
private Marker2D _marker2D;
private string[] _projectiles;
private Dictionary<string, PackedScene> _projectileCache;
private Node2D _projectileContainer;
public override void _Ready()
{
base._Ready();
_marker2D = GetNode<Marker2D>("Marker2D");
_projectileCache = new Dictionary<string, PackedScene>();
_projectiles = GetMeta("Projectiles", "").AsStringArray();
foreach (var projectileItem in _projectiles)
{
var packedScene = GD.Load<PackedScene>(projectileItem);
_projectileCache.Add(projectileItem, packedScene);
}
_projectileContainer = GetNode("/root/Game/ProjectileContainer") as Node2D;
}
protected override void DoFire(Node2D owner, Vector2 enemyGlobalPosition)
{
if (_projectiles.IsEmpty())
{
LogCat.LogError("projectiles_is_empty");
return;
}
//Get the first projectile
var projectileScene = _projectileCache[_projectiles[0]];
var projectile = projectileScene.Instantiate() as ProjectileTemplate;
projectile.Owner = owner;
var vector2 = (enemyGlobalPosition - _marker2D.GlobalPosition).Normalized() * projectile.Speed;
projectile.Velocity = vector2;
projectile.Position = _marker2D.GlobalPosition;
_projectileContainer.AddChild(projectile);
}
}