Further refinements in weapone fire helper logic.
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3 changed files with 57 additions and 9 deletions
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@ -8,7 +8,10 @@ extends Resource
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@export var speed: int = 135
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@export var projectiles: int = 2
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# Vertical spacing between projectiles in a burst (used by WeaponFireHelper to compute the ^ pattern).
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# This controls spatial burst geometry, NOT temporal spacing between continuous fire bursts.
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# This parameter has a dual role: spatial (computing the ^ burst geometry) and temporal
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# (serving as the burst-gating threshold in ShootComponent.shoot()). When compensate_spawn_geometry
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# is enabled, this parameter is overridden by geometric compensation for spatial calculations;
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# temporal behavior remains unchanged and continues to use this value.
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@export var projectile_vertical_spacing: float = 35
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# Vertical offset from the top of the player's sprite where bullets spawn.
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# Measured in pixels; negative values fire in front of (above) the ship,
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@ -23,6 +26,14 @@ extends Resource
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@export var spread_angle: float = 0.0
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# Time delay per projectile index
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@export var stagger_offset: float = 0.25
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# When enabled, adjusts spawn vertical offsets so the geometric line
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# from the center bullet to each outer bullet matches their velocity
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# direction. Eliminates the optical illusion where the spread appears
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# wider than the actual bullet trajectories (e.g. spread.tres flies at
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# half the angle it visually appears to fan).
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## WARNING: This flag uses a trigonometric formula (horizontal_offset / tan(angle)) that evaluates independently-tuned horizontal and spread angles in grouped shots ONLY!
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@export var compensate_spawn_geometry: bool = false
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@export_category("Effects")
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# Offset animation playback per projectile index
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