Added bullet_per_shot and sector_angle implementation
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@@ -7,9 +7,8 @@ enum Belonging { PLAYER, ENEMY }
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@export var belonging: Belonging
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@export var damage : int
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@export var bullet_per_shot : int
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@export var sector_angle : int
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@export var bullet_per_shot : int = 1
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@export var sector_angle : int = 0
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@export var Projectile : PackedScene
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@export var reloaders : Array[AbstractReloader]
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@@ -30,7 +29,17 @@ func _physics_process(delta: float) -> void:
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func shoot() -> void:
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if not _can_shoot(): return
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for i in range(bullet_per_shot):
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var projectile := _create_projectile()
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get_tree().current_scene.add_child(projectile)
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for reloader in _reloaders:
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reloader.shoot()
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func _create_projectile() -> Node:
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var projectile := Projectile.instantiate()
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projectile.global_position = global_position
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match belonging:
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Belonging.PLAYER:
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@@ -40,11 +49,12 @@ func shoot() -> void:
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projectile.direction = Vector2.LEFT
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projectile.collide_player = true
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projectile.global_position = global_position
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get_tree().current_scene.add_child(projectile)
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if sector_angle > 0:
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var sector_rad := deg_to_rad(sector_angle)
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var random_angle := randfn(0.0, sector_rad / 6.0)
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projectile.direction = projectile.direction.rotated(random_angle)
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for reloader in _reloaders:
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reloader.shoot()
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return projectile
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func reload() -> void:
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