SupaLidlGame/Entities/UnwantedFrequency.cs

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using Godot;
namespace SupaLidlGame.Entities;
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public partial class UnwantedFrequency : Projectile, Utils.ITarget
{
[Export]
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public Characters.Character CharacterTarget { get; set; }
[Export]
public float HomingVelocity { get; set; } = 1;
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public Utils.Trail Trail { get; private set; }
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public Utils.Trail Trail2 { get; private set; }
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public Node2D TrailRotation { get; private set; }
public Node2D TrailPosition { get; private set; }
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public Node2D TrailPosition2 { get; private set; }
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public GpuParticles2D DeathParticles { get; private set; }
public GpuParticles2D SpawnParticles { get; private set; }
public Timer DeferDeathTimer { get; private set; }
public SceneTreeTimer DeferNeutralTeamTimer { get; private set; }
private double _currentLifetime = 0;
public override void _Ready()
{
TrailRotation = GetNode<Node2D>("TrailRotation");
TrailPosition = TrailRotation.GetNode<Node2D>("TrailPosition");
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TrailPosition2 = TrailRotation.GetNode<Node2D>("TrailPosition2");
Trail = TrailPosition.GetNode<Utils.Trail>("Trail");
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Trail2 = TrailPosition2.GetNode<Utils.Trail>("Trail");
DeferDeathTimer = GetNode<Timer>("DeferDeath");
DeathParticles = GetNode<GpuParticles2D>("DeathParticles");
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SpawnParticles = GetNode<GpuParticles2D>("SpawnParticles");
SpawnParticles.Emitting = true;
Hitbox.Hit += (BoundingBoxes.BoundingBox box) =>
{
if (box is BoundingBoxes.Hurtbox && box.Faction != Hitbox.Faction)
{
Die();
}
};
base._Ready();
}
public override void _Process(double delta)
{
_currentLifetime += delta;
float radians = (float)_currentLifetime * 24;
TrailRotation.Rotation = Direction.Angle();
TrailPosition.Position = new Vector2(0, 4 * Mathf.Sin(radians));
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TrailPosition2.Position = -TrailPosition.Position;
if (CharacterTarget is not null && IsInstanceValid(CharacterTarget))
{
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var pos = CharacterTarget.GlobalPosition;
var desired = GlobalPosition.DirectionTo(pos);
Direction += (desired - Direction) * HomingVelocity * (float)delta;
}
base._Process(delta);
}
public override void Die()
{
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IsDead = Trail.IsDead = Trail2.IsDead = true;
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Hitbox.SetDeferred("monitoring", false);
DeferDeathTimer.Timeout += () =>
{
QueueFree();
};
DeferDeathTimer.Start();
DeathParticles.Emitting = true;
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SpawnParticles.Emitting = false;
GetNode<AudioStreamPlayer2D>("Sound").Stop();
GetNode<AnimationPlayer>("AnimationPlayer").Play("death");
}
}