documentation pass before moving on
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17 changed files with 84 additions and 44 deletions
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@ -4,27 +4,43 @@ extends Resource
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@export_group("Bullets")
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## Behavior used to control the motion and actions of the bullets.
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@export var behavior: BulletBehavior = null
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## Size in pixels of the bullets' hitboxes.
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@export var hitbox_size: Vector2i = Vector2i.ZERO
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## If [code]true[/code], the bullets will rotate to face their direction.
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@export var face_direction: bool = false
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## Array of graphics that will be picked from randomly for
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## each bullet and modulated by the picked color.
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@export var base_graphics: Array[AnimationStrip] = []:
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set(value):
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base_graphics = value
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if base_graphics.size() != overlay_graphics.size():
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overlay_graphics.resize(base_graphics.size())
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notify_property_list_changed()
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## Array of graphics that will be picked based on the chosen graphic from
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## [member base_graphics] and drawn over top without being modulated.
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@export var overlay_graphics: Array[AnimationStrip] = []:
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set(value):
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overlay_graphics = value
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if base_graphics.size() != overlay_graphics.size():
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overlay_graphics.resize(base_graphics.size())
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notify_property_list_changed()
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## Array of colors that will be picked from randomly to
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## modulate the graphic chosen from [member base_graphics].
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@export var colors: Array[Color] = [Color.WHITE]
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@export var hitbox_size: Vector2i = Vector2i.ZERO
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@export var face_direction: bool = false
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@export_group("Spawning")
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## The pattern to use for positioning each "round" of bullets.
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@export var pattern: BulletSpawnPattern = null
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## How many rounds of bullets to spawn before stopping.
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@export var rounds: int = 1
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## The time to wait after each "round" of bullets before spawning the next.
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@export var round_delay: float = 0.0
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@export_group("Bullet Set")
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## Behavior that controls the movement and actions of the [BulletSet].
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@export var set_behavior: BulletSetBehavior = null
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