using System.Collections.Generic; 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? _projectileCache; private Node2D? _projectileContainer; public override void _Ready() { base._Ready(); _marker2D = GetNode("Marker2D"); _projectileCache = new Dictionary(); _projectiles = GetMeta("Projectiles", "").AsStringArray(); foreach (var projectileItem in _projectiles) { var packedScene = GD.Load(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; } if (_projectileCache == null || _projectiles == null || owner == null || _projectileContainer == null || _marker2D == null) { return; } //Get the first projectile var projectileScene = _projectileCache[_projectiles[0]]; var projectile = projectileScene.Instantiate() as ProjectileTemplate; if (projectile != null) { projectile.Owner = owner; var vector2 = (enemyGlobalPosition - _marker2D.GlobalPosition).Normalized() * projectile.Speed; projectile.Velocity = vector2; projectile.Position = _marker2D.GlobalPosition; } _projectileContainer.AddChild(projectile); } }