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ScrapFrontier/game/entities/weapons/abstract_weapon.gd
T
2025-11-19 22:36:47 +03:00

80 lines
1.7 KiB
GDScript

class_name AbstractWeapon
extends Node2D
enum Belonging { PLAYER, ENEMY }
@export_range(1, 100) var bullet_per_shot : int = 1
@export_range(0, 360) var sector_angle : int = 0
@export var Projectile : PackedScene
@export var reloaders : Array[AbstractReloader]
const PREFIXES := {
Belonging.PLAYER: "player_",
Belonging.ENEMY: "enemy_",
}
const SHOT_POSTFIX = "shot"
const IDLE_POSTFIX = "idle"
var _belonging: Belonging
func _physics_process(delta: float) -> void:
for reloader in reloaders:
reloader.process(delta)
func set_belonging(belonging: Belonging) -> void:
_belonging = belonging
func shoot(ship_velocity: Vector2) -> bool:
if not _can_shoot(): return false
for i in range(bullet_per_shot):
var projectile := _create_projectile(ship_velocity)
get_tree().current_scene.add_child(projectile)
for reloader in reloaders:
reloader.shoot()
return true
func _create_projectile(ship_velocity: Vector2) -> Node:
var projectile : AbstractProjectile = Projectile.instantiate()
projectile.global_position = global_position
projectile.ship_velocity = ship_velocity
match _belonging:
Belonging.PLAYER:
projectile.direction = Vector2.RIGHT
projectile.collide_enemies = true
Belonging.ENEMY:
projectile.direction = Vector2.LEFT
projectile.collide_players = true
if sector_angle > 0:
var sector_rad := deg_to_rad(sector_angle)
var random_angle := randfn(0.0, sector_rad / 6.0)
projectile.direction = projectile.direction.rotated(random_angle)
return projectile
func reload() -> void:
for reloader in reloaders:
reloader.reload()
func _can_shoot() -> bool:
for reloader in reloaders:
if not reloader.can_shoot():
return false
return true