SupaLidlGame/Entities/Projectile.cs

112 lines
2.2 KiB
C#

using Godot;
using SupaLidlGame.Characters;
using SupaLidlGame.BoundingBoxes;
namespace SupaLidlGame.Entities;
public partial class Projectile : RigidBody2D
{
[Signal]
public delegate void HitEventHandler(BoundingBox box);
//public virtual Vector2 Velocity => Direction * Speed;
public virtual Vector2 Velocity
{
get => Direction * Speed;
set
{
throw new System.NotImplementedException();
}
}
[Export]
public string ProjectileName { get; set; }
[Export]
public float Speed { get; set; }
[Export]
public Vector2 AccelerationDirection { get; set; }
[Export]
public float AccelerationMagnitude { get; set; }
[Export]
public Vector2 Direction { get; set; }
[Export]
public Hitbox Hitbox { get; set; }
[Export]
public double Lifetime { get; set; } = 10;
[Export]
public double Delay { get; set; } = 0;
[Export(PropertyHint.File, "*.tscn")]
public Godot.Collections.Array<string> Buffs { get; set; }
public Items.Weapon Weapon { get; set; }
public bool IsDead { get; set; }
public override void _Ready()
{
Hitbox.Hit += OnHit;
}
public override void _Process(double delta)
{
if (Delay > 0)
{
Delay -= delta;
if (Delay <= 0)
{
OnDelayEnd();
}
}
if ((Lifetime -= delta) <= 0)
{
if (!IsDead)
{
Die();
}
}
}
public override void _PhysicsProcess(double delta)
{
if (IsDead)
{
return;
}
Vector2 velocity = Delay <= 0 ? Velocity : Vector2.Zero;
MoveAndCollide(velocity * (float)delta);
}
public void OnHit(BoundingBox box)
{
if (box is Hurtbox hurtbox)
{
hurtbox.InflictDamage(
Hitbox.Damage,
Hitbox.Inflictor,
Hitbox.Knockback,
weapon: Weapon,
knockbackVector: Direction
);
EmitSignal(SignalName.Hit, box);
}
}
public virtual void Die()
{
QueueFree();
}
public virtual void OnDelayEnd()
{
}
}