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