Files
przygody-pana-cegly/scripts/components/BrickThrowComponent.cs

114 lines
2.9 KiB
C#

using Godot;
using Mr.BrickAdventures.scripts.interfaces;
using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.scripts.components;
[GlobalClass]
public partial class BrickThrowComponent : SkillComponentBase
{
[Export] public PackedScene BrickScene { get; set; }
[Export] public float FireRate { get; set; } = 1.0f;
[Export] public ThrowInputResource ThrowInputBehavior { get; set; }
private bool _canThrow = true;
private Timer _timer;
public override void _Ready()
{
SetupTimer();
_canThrow = true;
}
public override void _ExitTree()
{
if (ThrowInputBehavior != null) ThrowInputBehavior.ThrowRequested -= ThrowBrick;
if (_timer != null)
{
_timer.Timeout -= OnTimerTimeout;
_timer.QueueFree();
}
}
public override void _Input(InputEvent @event)
{
ThrowInputBehavior?.ProcessInput(@event);
}
public override void _Process(double delta)
{
ThrowInputBehavior?.Update(delta);
}
private void SetupTimer()
{
_timer = new Timer();
_timer.WaitTime = FireRate;
_timer.OneShot = false;
_timer.Autostart = false;
_timer.Timeout += OnTimerTimeout;
AddChild(_timer);
}
private void OnTimerTimeout()
{
_canThrow = true;
}
private void ThrowBrick(float powerMultiplier = 1f)
{
if (!_canThrow || Player == null || BrickScene == null)
return;
var instance = BrickScene.Instantiate<Node2D>();
var init = instance.GetNodeOrNull<ProjectileInitComponent>("ProjectileInitComponent");
if (init != null)
{
var @params = new ProjectileInitParams()
{
Position = Player.GlobalPosition,
Rotation = Player.Rotation,
Direction = Player.LastDirection,
PowerMultiplier = powerMultiplier,
};
init.Initialize(@params);
}
GetTree().CurrentScene.AddChild(instance);
_canThrow = false;
_timer.Start();
}
public override void Initialize(Node owner, SkillData data)
{
base.Initialize(owner, data);
ThrowInputBehavior = (ThrowInputResource)ThrowInputBehavior?.Duplicate();
if (Data.Level > 0 && Data.Upgrades.Count >= Data.Level)
{
ApplyUpgrade(Data.Upgrades[Data.Level - 1]);
}
}
public override void Activate()
{
if (ThrowInputBehavior != null) ThrowInputBehavior.ThrowRequested += ThrowBrick;
SetProcessInput(true);
}
public override void Deactivate()
{
if (ThrowInputBehavior != null) ThrowInputBehavior.ThrowRequested -= ThrowBrick;
}
public override void ApplyUpgrade(SkillUpgrade upgrade)
{
foreach (var property in upgrade.Properties)
{
Set(property.Key, property.Value);
}
}
}