Added grouped shots as sub resources, as well as the abilit to mirror
pairs.
This commit is contained in:
parent
313e013543
commit
3303d937fd
8 changed files with 166 additions and 34 deletions
9
resources/player_weapon_resources/patterns/fwd.tres
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9
resources/player_weapon_resources/patterns/fwd.tres
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[gd_resource type="Resource" script_class="WeaponProjectileGroup" format=3 uid="uid://tdmd8jq8cm4y"]
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[ext_resource type="Script" uid="uid://d0ios82vubijg" path="res://scripts/weapon_projectile_group.gd" id="1_mhej7"]
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[resource]
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script = ExtResource("1_mhej7")
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bullet_count = 5
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group_delay = 5.0
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stagger_offset = 2.0
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11
resources/player_weapon_resources/patterns/phallanx.tres
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11
resources/player_weapon_resources/patterns/phallanx.tres
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[gd_resource type="Resource" script_class="WeaponProjectileGroup" format=3 uid="uid://ch8qch6lx1mdx"]
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[ext_resource type="Script" uid="uid://d0ios82vubijg" path="res://scripts/weapon_projectile_group.gd" id="1_m23g4"]
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[resource]
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script = ExtResource("1_m23g4")
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spread_angle = 3.0
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angle_offset = 8.0
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horizontal_offset = 20.0
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group_delay = 0.25
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stagger_offset = 0.5
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22
resources/player_weapon_resources/vanguard+.tres
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22
resources/player_weapon_resources/vanguard+.tres
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[gd_resource type="Resource" script_class="WeaponShot" format=3 uid="uid://c41aoyka7nfr8"]
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[ext_resource type="PackedScene" uid="uid://ddpclu2vdy2ve" path="res://scenes/player_weapons/weapon_stock.tscn" id="1_lqlv8"]
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[ext_resource type="Script" uid="uid://d0ios82vubijg" path="res://scripts/weapon_projectile_group.gd" id="2_qeb4b"]
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[ext_resource type="Script" uid="uid://7n1itonn35fm" path="res://scripts/weapon_shot.gd" id="3_fh2eq"]
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[ext_resource type="Resource" uid="uid://ch8qch6lx1mdx" path="res://resources/player_weapon_resources/patterns/phallanx.tres" id="3_qeb4b"]
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[resource]
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script = ExtResource("3_fh2eq")
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shot_name = "vanguard+"
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bullet_scene = ExtResource("1_lqlv8")
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damage = 5
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speed = 500
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projectiles = 5
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spacing = 30.0
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origin = -15
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horizontal_offset = 8.25
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stagger_offset = 0.5
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stagger_animation = true
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follow_angle = true
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groups = Array[ExtResource("2_qeb4b")]([ExtResource("3_qeb4b")])
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metadata/_custom_type_script = "uid://7n1itonn35fm"
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@ -14,6 +14,7 @@
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[ext_resource type="Resource" uid="uid://cck3gmnhu5agc" path="res://resources/player_weapon_resources/tri.tres" id="11_3v2ag"]
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[ext_resource type="Resource" uid="uid://cck3gmnhu5agc" path="res://resources/player_weapon_resources/tri.tres" id="11_3v2ag"]
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[ext_resource type="Script" uid="uid://65d3hbrpm21x" path="res://scripts/effects/effects_component.gd" id="12_effcomp"]
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[ext_resource type="Script" uid="uid://65d3hbrpm21x" path="res://scripts/effects/effects_component.gd" id="12_effcomp"]
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[ext_resource type="Resource" uid="uid://ds53sryglmf27" path="res://resources/player_weapon_resources/spread.tres" id="13_f1ej7"]
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[ext_resource type="Resource" uid="uid://ds53sryglmf27" path="res://resources/player_weapon_resources/spread.tres" id="13_f1ej7"]
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[ext_resource type="Resource" uid="uid://c41aoyka7nfr8" path="res://resources/player_weapon_resources/vanguard+.tres" id="14_oprun"]
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[sub_resource type="AtlasTexture" id="AtlasTexture_tuyoq"]
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[sub_resource type="AtlasTexture" id="AtlasTexture_tuyoq"]
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atlas = ExtResource("5_qlg0r")
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atlas = ExtResource("5_qlg0r")
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@ -158,7 +159,7 @@ script = ExtResource("6_y4r1p")
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unique_name_in_owner = true
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unique_name_in_owner = true
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script = ExtResource("7_d2wvv")
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script = ExtResource("7_d2wvv")
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weapon_data = ExtResource("8_stock")
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weapon_data = ExtResource("8_stock")
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available_weapons = Array[ExtResource("10_d2wvv")]([ExtResource("8_stock"), ExtResource("11_3v2ag"), ExtResource("9_ur7pv"), ExtResource("13_f1ej7")])
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available_weapons = Array[ExtResource("10_d2wvv")]([ExtResource("8_stock"), ExtResource("11_3v2ag"), ExtResource("9_ur7pv"), ExtResource("13_f1ej7"), ExtResource("14_oprun")])
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weapon_change_flash = SubResource("Resource_jej6c")
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weapon_change_flash = SubResource("Resource_jej6c")
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metadata/_custom_type_script = "uid://ylmao2ndp22y"
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metadata/_custom_type_script = "uid://ylmao2ndp22y"
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@ -6,11 +6,18 @@ class_name ShootComponent extends Node
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func shoot():
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func shoot():
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var weapon_data = weapon_component.weapon_data
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var weapon_data = weapon_component.weapon_data
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var current_time = Time.get_ticks_msec() / 1000.0
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var current_time = Time.get_ticks_msec() / 1000.0
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var total_projectiles = weapon_data.projectiles
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if player.travel > weapon_data.spacing:
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if player.travel > weapon_data.spacing:
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_shoot_standard(weapon_data, current_time)
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_shoot_grouped(weapon_data, current_time)
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# Calculate center index for symmetrical staggering
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# Reset travel after firing to prevent multiple bursts per tap
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player.travel = 0.0
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# Standard projectile logic (backward compatible)
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func _shoot_standard(weapon_data: WeaponShot, current_time: float):
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var total_projectiles = weapon_data.projectiles
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var center_index = (total_projectiles - 1) / 2.0
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var center_index = (total_projectiles - 1) / 2.0
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if total_projectiles > 0:
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if total_projectiles > 0:
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@ -51,5 +58,62 @@ func shoot():
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if weapon_data.stagger_animation:
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if weapon_data.stagger_animation:
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bullet.set_animation_offset(index_from_center * weapon_data.stagger_offset)
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bullet.set_animation_offset(index_from_center * weapon_data.stagger_offset)
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# Reset travel after firing to prevent multiple bursts per tap
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player.travel = 0.0
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# Grouped projectile logic (new functionality)
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func _shoot_grouped(weapon_data: WeaponShot, current_time: float):
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for group: WeaponProjectileGroup in weapon_data.groups.filter(func(g): return g != null):
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for b in range(group.bullet_count):
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var bullet := weapon_data.bullet_scene.instantiate() as Area2D
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get_tree().root.add_child(bullet)
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_fire_grouped_bullet(bullet, group, b, current_time, weapon_data, false)
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# If mirroring is enabled, fire a mirrored copy
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if group.mirror:
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var mirror_bullet := weapon_data.bullet_scene.instantiate() as Area2D
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get_tree().root.add_child(mirror_bullet)
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_fire_grouped_bullet(mirror_bullet, group, b, current_time, weapon_data, true)
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# Fire a single grouped bullet (original or mirrored)
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func _fire_grouped_bullet(bullet: Area2D, group: WeaponProjectileGroup, b: int,
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current_time: float, weapon_data: WeaponShot, mirror: bool):
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# Calculate index relative to this group's center
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var center_index: float = (group.bullet_count - 1) / 2.0
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var index_from_center: float = b - center_index
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# Horizontal offset: group offset + within-group spread
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# Mirror: negate the horizontal offset contribution
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var bullet_horizontal_offset: float = group.horizontal_offset + index_from_center * group.horizontal_spacing
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if mirror:
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bullet_horizontal_offset = -bullet_horizontal_offset
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# Base angle for the group, plus within-group spread
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# Mirror: negate the angle and the spread contribution
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var bullet_angle: float = group.angle_offset
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if mirror:
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bullet_angle = -group.angle_offset
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if group.bullet_count >= 3:
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var spread_contribution = (index_from_center / center_index) * (group.spread_angle / 2.0)
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if mirror:
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bullet_angle -= spread_contribution
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else:
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bullet_angle += spread_contribution
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# Position: apply horizontal offset and vertical origin from weapon data
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bullet.position = player.position + Vector2(bullet_horizontal_offset, weapon_data.origin)
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# Timing: group delay + within-group stagger
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var time_offset: float = group.group_delay + abs(index_from_center) * group.stagger_offset
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# Set timing properties on the bullet
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bullet.time_offset = time_offset
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bullet.fire_time = current_time + time_offset
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bullet.angle = bullet_angle
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# Set the bullet data
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bullet.set_weapon_data(weapon_data.bullet_scene, weapon_data)
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# Offset animation playback per projectile if enabled
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if weapon_data.stagger_animation:
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bullet.set_animation_offset(index_from_center * weapon_data.stagger_offset)
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21
scripts/weapon_projectile_group.gd
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21
scripts/weapon_projectile_group.gd
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class_name WeaponProjectileGroup
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extends Resource
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@export_category("Group Settings")
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@export var bullet_count: int = 3
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# Horizontal distance between bullets in this group
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@export var horizontal_spacing: float = 6.5
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# Total spread angle for bullets in this group (in degrees)
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@export var spread_angle: float = 0.0
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# Angle of the entire group from the shot origin (positive = right/up, negative = left)
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@export var angle_offset: float = 0.0
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# Horizontal offset from the center line (positive = right, negative = left)
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@export var horizontal_offset: float = 0.0
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@export_category("Timing")
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# Time delay for this group's first bullet (relative to shot start)
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@export var group_delay: float = 0.0
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# Stagger delay between bullets within this group
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@export var stagger_offset: float = 0.25
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@export_category("Mirroring")
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# If true, duplicate this group's bullets mirrored across the ship's vertical axis
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@export var mirror: bool = false
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1
scripts/weapon_projectile_group.gd.uid
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1
scripts/weapon_projectile_group.gd.uid
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uid://d0ios82vubijg
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@export var stagger_animation: bool = false
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@export var stagger_animation: bool = false
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# Rotate projectiles to point along their travel direction (requires >2 projectiles and spread_angle > 0)
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# Rotate projectiles to point along their travel direction (requires >2 projectiles and spread_angle > 0)
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@export var follow_angle: bool = false
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@export var follow_angle: bool = false
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@export_category("Grouped Projectiles")
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@export var groups: Array[WeaponProjectileGroup] = []
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