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using System ;
using ColdMint.scripts.character ;
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using ColdMint.scripts.pickable ;
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using Godot ;
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namespace ColdMint.scripts.weapon ;
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/// <summary>
/// <para>WeaponTemplate</para>
/// <para>武器模板</para>
/// </summary>
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public abstract partial class WeaponTemplate : PickAbleTemplate
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{
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private float _gravity = ProjectSettings . GetSetting ( "physics/2d/default_gravity" ) . AsSingle ( ) ;
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/// <summary>
/// <para>Fire audio playback component</para>
/// <para>开火音效播放组件</para>
/// </summary>
private AudioStreamPlayer2D ? _audioStreamPlayer2D ;
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public override void _Ready ( )
{
base . _Ready ( ) ;
_audioStreamPlayer2D = GetNodeOrNull < AudioStreamPlayer2D > ( "Marker2D/AudioStreamPlayer2D" ) ;
}
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public override void Use ( Node2D ? owner , Vector2 targetGlobalPosition )
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{
Fire ( owner , targetGlobalPosition ) ;
}
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private DateTime ? _lastFiringTime ;
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/// <summary>
/// <para>Firing interval</para>
/// <para>开火间隔</para>
/// </summary>
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private TimeSpan _firingInterval ;
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private long _firingIntervalAsMillisecond = 100 ;
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[Export]
protected long FiringIntervalAsMillisecond
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{
get = > _firingIntervalAsMillisecond ;
set
{
_firingIntervalAsMillisecond = value ;
_firingInterval = TimeSpan . FromMilliseconds ( _firingIntervalAsMillisecond ) ;
}
}
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/// <summary>
/// <para>The recoil of the weapon</para>
/// <para>武器的后坐力</para>
/// </summary>
/// <remarks>
///<para>When the weapon is fired, how much recoil is applied to the user, in units: the number of cells, and the X direction of the force is automatically inferred.</para>
///<para>武器开火, 要对使用者施加多大的后坐力, 单位: 格数, 力的X方向是自动推断的。</para>
/// </remarks>
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[Export] private long _recoilStrength ;
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/// <summary>
/// <para>Discharge of the weapon</para>
/// <para>武器开火</para>
/// </summary>
/// <remarks>
///<param name="owner">
///<para>owner</para>
///<para>武器所有者</para>
/// </param>
/// <param name="enemyGlobalPosition">
///<para>enemyGlobalPosition</para>
///<para>敌人所在位置</para>
/// </param>
/// </remarks>
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public void Fire ( Node2D ? owner , Vector2 enemyGlobalPosition )
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{
var nowTime = DateTime . Now ;
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//If the present time minus the time of the last fire is less than the interval between fires, it means that the fire cannot be fired yet.
//如果现在时间减去上次开火时间小于开火间隔,说明还不能开火。
if ( _lastFiringTime ! = null & & nowTime - _lastFiringTime < _firingInterval )
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{
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return ;
}
if ( owner is CharacterTemplate characterTemplate )
{
//We check the recoil of the weapon before each firing.
//我们在每次开火之前,检查武器的后坐力。
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if ( _recoilStrength ! = 0 )
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{
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characterTemplate . AddForce ( enemyGlobalPosition . DirectionTo ( characterTemplate . GlobalPosition ) * _recoilStrength * Config . CellSize ) ;
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}
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}
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_audioStreamPlayer2D ? . Play ( ) ;
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DoFire ( owner , enemyGlobalPosition ) ;
_lastFiringTime = nowTime ;
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}
/// <summary>
/// <para>Execute fire</para>
/// <para>执行开火</para>
/// </summary>
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protected abstract void DoFire ( Node2D ? owner , Vector2 enemyGlobalPosition ) ;
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}