SupaLidlGame/Items/Weapon.cs

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using Godot;
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using SupaLidlGame.BoundingBoxes;
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using SupaLidlGame.Characters;
namespace SupaLidlGame.Items
{
public abstract partial class Weapon : Item
{
public double RemainingUseTime { get; protected set; } = 0;
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public bool IsUsing => RemainingUseTime > 0;
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/// <summary>
/// How much damage in HP that this weapon deals.
/// </summary>
[Export]
public float Damage { get; set; } = 0;
/// <summary>
/// The time in seconds it takes for this weapon to become available
/// again after using.
/// </summary>
[Export]
public double UseTime { get; set; } = 0;
/// <summary>
/// The magnitude of the knockback force of the weapon.
/// </summary>
[Export]
public float Knockback { get; set; } = 0;
/// <summary>
/// The initial velocity of any projectile the weapon may spawn.
/// </summary>
[Export]
public float InitialVelocity { get; set; } = 0;
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/// <summary>
/// Whether or not the weapon can parry other weapons and is
/// parryable by other weapons.
/// </summary>
public virtual bool IsParryable { get; protected set; } = false;
public bool IsParried { get; set; }
public ulong ParryTimeOrigin { get; protected set; }
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public Character Character { get; set; }
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public override bool StacksWith(Item item) => false;
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public override void Equip(Character character)
{
Character = character;
}
public override void Unequip(Character character)
{
Character = null;
}
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public override void Use()
{
RemainingUseTime = UseTime;
}
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public override void Deuse()
{
}
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public override void _Process(double delta)
{
if (RemainingUseTime > 0)
{
if ((RemainingUseTime -= delta) <= 0)
{
Deuse();
}
}
}
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public virtual void _on_hitbox_hit(BoundingBox box)
{
if (box is Hurtbox hurtbox)
{
hurtbox.InflictDamage(Damage, Character, Knockback);
}
}
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}
}