diff --git a/scripts/weapon_shot.gd b/scripts/weapon_shot.gd index 8abc83d..7d641f8 100644 --- a/scripts/weapon_shot.gd +++ b/scripts/weapon_shot.gd @@ -1,84 +1,45 @@ class_name WeaponShot extends Resource - -@export_group("Weapon") - - -# Human-readable name for reference in UI and logs. +@export_category("Parameters") @export var shot_name: String - -# PackedScene reference to the bullet / projectile scene instantiated on fire. -@export var bullet_scene: PackedScene - - -@export_subgroup("Launch") - - -# Damage dealt by a single projectile instance. -@export_range(1, 100, 1) var damage: int = 1 - -# Travel speed of projectiles in pixels per second. -@export_range(50, 2000, 10) var speed: int = 135 - -# Number of projectiles fired in a burst pattern. -@export_range(1, 20, 1) var projectiles: int = 2 - - -@export_subgroup("Spawn Geometry") - - +@export var bullet_scene: PackedScene = null +@export var damage: int = 1 +@export var speed: int = 135 +@export var projectiles: int = 2 # Vertical spacing between projectiles in a burst (used by WeaponFireHelper to compute the ^ pattern). # This parameter has a dual role: spatial (computing the ^ burst geometry) and temporal # (serving as the burst-gating threshold in ShootComponent.shoot()). When compensate_spawn_geometry # is enabled, this parameter is overridden by geometric compensation for spatial calculations; # temporal behavior remains unchanged and continues to use this value. -@export_range(10, 200, 0.5) var projectile_vertical_spacing: float = 35 - +@export var projectile_vertical_spacing: float = 35 # Vertical offset from the top of the player's sprite where bullets spawn. # Measured in pixels; negative values fire in front of (above) the ship, # positive values fire behind (below) it. The default of -25 places the # burst 25 pixels above the sprite's top edge. -@export_range(-200, 200, 0.5) var origin: float = -25.0 - - -@export_subgroup("Spread") - - -# Horizontal distance between adjacent projectiles in a burst. -@export_range(0, 100, 0.25) var horizontal_offset: float = 6.5 - -# Total spread angle in degrees (only applied when projectiles >= 3). -@export_range(0, 360, 0.5) var spread_angle: float = 0.0 - -# Time delay per projectile index in a burst. -@export_range(0.01, 5.0, 0.05) var stagger_offset: float = 0.25 +@export var origin: float = -25.0 +@export_category("Spread") +# Horizontal distance between projectiles +@export var horizontal_offset: float = 6.5 +# Total spread angle in degrees (only applied when projectiles >= 3) +@export var spread_angle: float = 0.0 +# Time delay per projectile index +@export var stagger_offset: float = 0.25 # When enabled, adjusts spawn vertical offsets so the geometric line # from the center bullet to each outer bullet matches their velocity # direction. Eliminates the optical illusion where the spread appears -# wider than the actual bullet trajectories (e.g. vanguard+). See the -# Debugging Checklist for the vertical offset pitfall on standard shots. +# wider than the actual bullet trajectories (e.g. spread.tres flies at +# half the angle it visually appears to fan). + ## WARNING: This flag uses a trigonometric formula (horizontal_offset / tan(angle)) that evaluates independently-tuned horizontal and spread angles in grouped shots ONLY! @export var compensate_spawn_geometry: bool = false - -@export_subgroup("Timing") - - -# Offset animation playback per projectile index. +@export_category("Effects") +# Offset animation playback per projectile index @export var stagger_animation: bool = false - - -@export_subgroup("Effects") - - -# Rotate projectiles to point along their travel direction (requires >2 projectiles and spread_angle > 0). +# Rotate projectiles to point along their travel direction (requires >2 projectiles and spread_angle > 0) @export var follow_angle: bool = false - -@export_subgroup("Groups") - - -# Array of projectile groups defining layered, multi-directional fire patterns. +@export_category("Grouped Projectiles") @export var groups: Array[WeaponProjectileGroup] = []