101 lines
3.5 KiB
GDScript
101 lines
3.5 KiB
GDScript
class_name WeaponShot
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extends Resource
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@export_group("Weapon")
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# Human-readable name for reference in UI and logs.
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@export var shot_name: String
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# PackedScene reference to the bullet / projectile scene instantiated on fire.
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@export var bullet_scene: PackedScene
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@export_subgroup("Launch")
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# Damage dealt by a single projectile instance.
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@export_range(1, 100, 1) var damage: int = 1
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# Travel speed of projectiles in pixels per second.
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@export_range(50, 2000, 10) var speed: int = 135
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# Number of projectiles fired in a burst pattern.
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@export_range(1, 20, 1) var projectiles: int = 2
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@export_subgroup("Spawn Geometry")
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# Vertical spacing between projectiles in a burst (used by WeaponFireHelper to compute the ^ pattern).
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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_range(10, 200, 0.5) 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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# positive values fire behind (below) it. The default of -25 places the
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# burst 25 pixels above the sprite's top edge.
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@export_range(-200, 200, 0.5) var origin: float = -25.0
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@export_subgroup("Spread")
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# Horizontal distance between adjacent projectiles in a burst.
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@export_range(0, 100, 0.25) var horizontal_offset: float = 6.5
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# Total spread angle in degrees (only applied when projectiles >= 3).
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@export_range(0, 360, 0.5) var spread_angle: float = 0.0
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# Time delay per projectile index in a burst.
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@export_range(0.01, 5.0, 0.05) 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. vanguard+). See the
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# Debugging Checklist for the vertical offset pitfall on standard shots.
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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_subgroup("Timing")
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# Offset animation playback per projectile index.
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@export var stagger_animation: bool = false
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@export_subgroup("Effects")
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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_subgroup("Groups")
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# Array of projectile groups defining layered, multi-directional fire patterns.
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@export var groups: Array[WeaponProjectileGroup] = []
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@export_subgroup("Power & Composition")
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# The power level at which this weapon becomes active.
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# Weapons with power_level <= current power level are considered active.
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@export_range(0, 20, 1) var power_level: int = 0
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# If true, collecting this weapon removes any existing weapon whose
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# power_level matches this weapon's power_level. Use this instead of
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# force_replace_all for rank-up replacements (e.g. stock → tri → spread).
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@export var replaces_at_same_level: bool = false
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# If true, this weapon replaces ALL active weapons (ignores power_level).
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# Used for rank-based transformations where the entire arsenal changes.
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@export var force_replace_all: bool = false
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