using System; using System.Collections.Generic; using System.ComponentModel; using Godot; using Godot.Bridge; using Godot.NativeInterop; [ScriptPath("res://Scripts/Bullets/Blank.cs")] public partial class Blank : Node2D, IBullet { [Export(PropertyHint.None, "")] private float randomRotation; [Export(PropertyHint.None, "")] private float rotationOverTime; [Export(PropertyHint.None, "")] private float easeIn; private float easing; [Export(PropertyHint.None, "")] public bool grazed { get; set; } [Export(PropertyHint.None, "")] public int HP { get; set; } = 1; public Node2D node { get; set; } public Action onShot { get; set; } public AnimationPlayer anim { get; set; } public BulletGenerator generatedFrom { get; set; } [Export(PropertyHint.None, "")] public IBullet.Type type { get; set; } public override void _Ready() { if (randomRotation > 0f) { base.RotationDegrees = Main.RandomRange(0f, randomRotation); } node = this; if (easeIn == 0f) { easing = 1f; easeIn = 1f; } } public override void _Process(double delta) { if (rotationOverTime != 0f) { base.RotationDegrees += rotationOverTime * Main.deltaTime * easing / easeIn; } if (easing < easeIn) { easing += Main.deltaTime; } } public void ShotAt() { } }