34 lines
1.4 KiB
GDScript
34 lines
1.4 KiB
GDScript
class_name WeaponShot
|
|
extends Resource
|
|
|
|
@export_category("Parameters")
|
|
@export var shot_name: String
|
|
@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 controls spatial burst geometry, NOT temporal spacing between continuous fire bursts.
|
|
@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 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
|
|
|
|
@export_category("Effects")
|
|
# Offset animation playback per projectile index
|
|
@export var stagger_animation: bool = false
|
|
# Rotate projectiles to point along their travel direction (requires >2 projectiles and spread_angle > 0)
|
|
@export var follow_angle: bool = false
|
|
|
|
@export_category("Grouped Projectiles")
|
|
@export var groups: Array[WeaponProjectileGroup] = []
|