129 lines
2.9 KiB
C#
129 lines
2.9 KiB
C#
using Godot;
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using SupaLidlGame.BoundingBoxes;
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using SupaLidlGame.Characters;
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namespace SupaLidlGame.Items;
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public abstract partial class Weapon : Item
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{
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public double RemainingUseTime { get; protected set; } = 0;
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public override bool IsUsing => IsUsingPrimary || IsUsingAlt;
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public virtual bool IsUsingPrimary => false;
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public virtual bool IsUsingAlt => false;
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/// <summary>
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/// How much damage in HP that this weapon deals.
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/// </summary>
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[Export]
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public float Damage { get; set; } = 0;
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/// <summary>
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/// The time in seconds it takes for this weapon to become available
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/// again after using.
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/// </summary>
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[Export]
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public double UseTime { get; set; } = 0;
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[Export]
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public double UseAltTime { get; set; } = 0;
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/// <summary>
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/// The magnitude of the knockback force of the weapon.
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/// </summary>
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[Export]
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public float Knockback { get; set; } = 0;
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/// <summary>
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/// The initial velocity of any projectile the weapon may spawn.
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/// </summary>
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[Export]
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public float InitialVelocity { get; set; } = 0;
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/// <summary>
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/// Hides the weapon if it is idle (i.e. not being used).
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/// </summary>
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[Export]
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public bool ShouldHideIdle { get; set; } = false;
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/// <summary>
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/// Freezes the player's target angle if this weapon is being used.
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/// </summary>
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[Export]
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public bool ShouldFreezeAngleOnUse { get; set; } = true;
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[Export]
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public float MinDistanceHint { get; set; }
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[Export]
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public float MaxDistanceHint { get; set; }
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[Export]
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public float PlayerLevelGain { get; set; }
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[Export]
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public Sprite2D HandAnchor { get; set; }
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public virtual bool IsParryable { get; protected set; } = false;
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public bool IsParried { get; set; }
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public Character Character { get; set; }
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public Vector2 UseDirection { get; set; }
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public override bool StacksWith(Item item) => false;
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public override void Equip(Character character)
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{
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if (!ShouldHideIdle || IsUsing)
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{
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Visible = true;
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}
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Character = character;
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// set the hand textures to the character's
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if (HandAnchor is not null && character.HandTexture is not null)
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{
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HandAnchor.Texture = character.HandTexture;
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}
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}
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public override void Unequip(Character character)
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{
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Visible = false;
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Character = null;
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}
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public override void Use()
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{
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RemainingUseTime = UseTime;
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}
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public override void Deuse()
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{
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}
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public override void _Process(double delta)
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{
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if (RemainingUseTime > 0)
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{
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if ((RemainingUseTime -= delta) <= 0)
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{
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//Deuse();
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}
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}
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}
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public virtual void OnHitboxHit(BoundingBox box)
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{
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if (box is Hurtbox hurtbox)
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{
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hurtbox.InflictDamage(Damage, Character, Knockback);
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}
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}
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}
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