Add RecoilComponent and SquashAndStretchComponent; implement recoil and animation effects on shooting
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51
scripts/components/RecoilComponent.cs
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51
scripts/components/RecoilComponent.cs
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using Godot;
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namespace Mr.BrickAdventures.scripts.components;
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[GlobalClass]
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public partial class RecoilComponent : Node
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{
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[Export] public Node2D RecoilTarget { get; set; }
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[Export] public float RecoilDistance { get; set; } = 8f;
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[Export] public float RecoilDuration { get; set; } = 0.1f;
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private Vector2 _originalPosition;
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private Tween _recoilTween;
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private PeriodicShootingComponent _shootingComponent;
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public override void _Ready()
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{
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RecoilTarget ??= Owner as Node2D;
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if (RecoilTarget == null)
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{
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GD.PushError("RecoilComponent: RecoilTarget is null");
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SetProcess(false);
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return;
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}
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_originalPosition = RecoilTarget.Position;
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_shootingComponent = Owner.GetNodeOrNull<PeriodicShootingComponent>("PeriodicShootingComponent");
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if (_shootingComponent != null)
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{
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_shootingComponent.ShotFired += TriggerRecoil;
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}
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}
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public void TriggerRecoil(Vector2 shootDirection)
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{
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if (RecoilTarget == null) return;
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_recoilTween?.Kill();
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var recoilDirection = -shootDirection.Normalized();
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var recoilPosition = _originalPosition + recoilDirection * RecoilDistance;
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_recoilTween = CreateTween();
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_recoilTween.SetEase(Tween.EaseType.Out);
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_recoilTween.SetTrans(Tween.TransitionType.Cubic);
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_recoilTween.TweenProperty(RecoilTarget, "position", recoilPosition, RecoilDuration / 2);
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_recoilTween.TweenProperty(RecoilTarget, "position", _originalPosition, RecoilDuration / 2).SetDelay(RecoilDuration / 2);
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}
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}
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