ECS Version of Bullet Pattern System done using Script Defined Sequential Action
I have to change up the architecture a little in order to keep similar structure as the normal version
Implementation Milestones:
- Basic Bullet Movement Action
- Homing Bullet Movement Action
- Multi Gun Controller System
- Gun Preshoot Action
- Bullet Sync Move (Delay Action)
- Teleport Bullet Movement (Instant Action, Delta Movement Action)
- Bullet Spawn Bullets (Split Action)
Implementation Milestones: Level 1: Spawn & Move
- Basic Bullet Spawning
- Editor/Inspector Refrencing
- Static Definition
- Scriptable Object Definition
- Shoot & Reload System
- Basic Forward Move
Level 2: Seek & Destroy
- Enum & Interface
- Upgrade Bullet Movement to Func Setup
- Update Basic Move to Generic TransformAction
- Bullet Action System : State Management lite
- Different Homing Types
Level 3: Multi Shoot System
- Upgrade to SystemController to setup Multiple Guns
- Different Gun Setup for Bullet Patterns
- Normal,Cycle,Helix
Level 4: Sync Shoot System
- Add Gun Preshoot Action System
- Add DelayAction
- Spawn All Then Move
Level 5: Teleport Shoot System
- Add StartTimer for Action
- Upgrade to support Instant Action (0 Duration Action)
- Upgrade to support Non Delta Transform Action
- Different Multiple Teleport Setup
Level 6: Split Shoot System
- Add Bullets to Spawn new/child Bullets as SplitAction
- Add TransformDelta to perform and apply to new spawned bullets
- Add destroy after split
- Add Copy feature to copy current bullet state over to new/child bullets (+Gives Sync Feature)