45 lines
2.2 KiB
GDScript
45 lines
2.2 KiB
GDScript
class_name WeaponShot
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extends Resource
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@export_category("Parameters")
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@export var shot_name: String
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@export var bullet_scene: PackedScene = null
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@export var damage: int = 1
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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 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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# 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 var origin: float = -25.0
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@export_category("Spread")
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# Horizontal distance between projectiles
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@export 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 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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@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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@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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