Files
przygody-pana-cegly/scripts/components/PeriodicShootingComponent.cs
Gabriel Kaszewski d84f7d1740 Csharp rewrite (#4)
* Implement BeamComponent in C# and enhance marketplace button functionality

* Add core game components including ConfigFileHandler, GameManager, SaveSystem, and UIManager

* cleanup

* Add new components: CanPickUpComponent, CollapsableComponent, DestroyableComponent, EffectInflictorComponent, StatusEffectComponent, and StatusEffectDataResource

* Add new components: EnemyDeathComponent, EnemyWaveTriggerComponent, and ExitDoorComponent

* Add new components: ExplosiveComponent, FadeAwayComponent, FireEffectComponent, FlipComponent, GravityMotionComponent, LaunchComponent, and update PlatformMovement with LastDirection property

* Add new components: HealComponent, HitComponent, HomingMissileMotionComponent, LeverComponent, and TriggerLeverComponent

* Refactor GameManager session state handling and add new components: CanBeLaunchedComponent, IceEffectComponent, JumpPadComponent, KillPlayerOutOfScreenComponent, KnockbackComponent, LifetimeComponent, MagneticSkillComponent, OutOfScreenComponent, PeriodicShootingComponent, PlayerDeathComponent, ProgressiveDamageComponent, ProjectileComponent, ProjectileInitComponent, RequirementComponent, ScoreComponent, ShipMovementComponent, ShipShooterComponent, and SideToSideMovementComponent

* Add new components: CannotStompComponent, SkillUnlockedComponent, SpaceshipEnterComponent, SpaceshipExitComponent, SpinComponent, StompDamageComponent, StraightMotionComponent, TerrainHitFx, TooltipComponent, TrailComponent, and UnlockOnRequirementComponent

* Add new components: BrickThrowComponent, BulletComponent, CageComponent, ChaseLevelComponent, CleanupComponent, and ThrowInputResource classes; implement game saving and loading logic in SaveSystem

* Add audio settings management and platform movement component

* Add ChargeProgressBar, Credits, and GameOverScreen components for UI management

* Add UID files for ConfigFileHandler, GameManager, SaveSystem, and UIManager components

* Add README.md file with game description and features; include project license and contribution guidelines

* Add Hud component for UI management; display health, coins, and lives

* Add MainMenu and Marketplace components; implement game management and skill unlocking features

* Add PauseMenu, SettingsMenu, and SkillButton components; enhance game management and UI functionality
2025-08-15 00:45:57 +02:00

71 lines
2.3 KiB
C#

using Godot;
namespace Mr.BrickAdventures.scripts.components;
public partial class PeriodicShootingComponent : Node
{
[Export] public PackedScene BulletScene { get; set; }
[Export] public float ShootInterval { get; set; } = 1.0f;
[Export] public Vector2 ShootDirection { get; set; } = Vector2.Right;
[Export] public SideToSideMovementComponent SideToSideMovement { get; set; }
[Export] public Node2D BulletSpawnRight { get; set; }
[Export] public Node2D BulletSpawnLeft { get; set; }
[Export] public float ShootingIntervalVariation { get; set; } = 0.0f;
private Timer _timer;
public override void _Ready()
{
SetupTimer();
}
public override void _Process(double delta)
{
if (SideToSideMovement == null) return;
ShootDirection = SideToSideMovement.Direction != Vector2.Zero ? SideToSideMovement.Direction : Vector2.Right;
}
private void SetupTimer()
{
_timer = new Timer();
_timer.WaitTime = GetShootInterval();
_timer.OneShot = false;
_timer.Autostart = true;
_timer.Timeout += OnTimerTimeout;
AddChild(_timer);
}
private void OnTimerTimeout()
{
Shoot();
_timer.Start();
}
private double GetShootInterval()
{
if (ShootingIntervalVariation == 0f) return ShootInterval;
var rng = new RandomNumberGenerator();
return ShootInterval + rng.RandfRange(-ShootingIntervalVariation, ShootingIntervalVariation);
}
private void Shoot()
{
if (ShootDirection == Vector2.Zero) return;
var root = Owner as Node2D;
var bulletInstance = BulletScene.Instantiate<Node2D>();
var launchComponent = bulletInstance.GetNodeOrNull<LaunchComponent>("LaunchComponent");
var spawnPosition = ShootDirection == Vector2.Right ? BulletSpawnRight.GlobalPosition : BulletSpawnLeft.GlobalPosition;
if (launchComponent != null)
{
launchComponent.InitialDirection = ShootDirection;
launchComponent.SpawnPosition = spawnPosition;
if (root != null) launchComponent.SpawnRotation = root.Rotation;
}
bulletInstance.Position = spawnPosition;
GetTree().CurrentScene.AddChild(bulletInstance);
}
}