2024-04-28 13:55:19 +00:00
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using ColdMint.scripts.debug;
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using ColdMint.scripts.projectile;
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2024-06-10 13:05:18 +00:00
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using ColdMint.scripts.utils;
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2024-06-11 16:51:40 +00:00
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2024-04-28 13:55:19 +00:00
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using Godot;
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2024-06-11 16:51:40 +00:00
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namespace ColdMint.scripts.item.weapon;
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2024-06-05 13:38:45 +00:00
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/// <summary>
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/// <para>Projectile weapons</para>
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/// <para>抛射体武器</para>
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/// </summary>
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/// <remarks>
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///<para>These weapons can fire projectiles to attack the enemy.For example: guns and scepters.Generate a bullet to attack the enemy.</para>
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///<para>这类武器可发射抛射体,攻击敌人。例如:枪支和法杖。生成一个子弹攻击敌人。</para>
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/// </remarks>
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public partial class ProjectileWeapon : WeaponTemplate
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{
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/// <summary>
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/// <para>The formation position of the projectile</para>
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/// <para>抛射体的生成位置</para>
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/// </summary>
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private Marker2D? _marker2D;
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2024-06-13 03:14:24 +00:00
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[Export] protected PackedScene[] ProjectileScenes { get; set; } = [];
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private Node2D? _projectileContainer;
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public override void _Ready()
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{
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base._Ready();
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_marker2D = GetNode<Marker2D>("Marker2D");
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_projectileContainer = GetNode("/root/Game/ProjectileContainer") as Node2D;
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}
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protected override void DoFire(Node2D? owner, Vector2 enemyGlobalPosition)
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{
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if (owner == null || _projectileContainer == null || _marker2D == null) return;
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2024-06-13 03:14:24 +00:00
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//空列表检查
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if (ProjectileScenes is [])
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{
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LogCat.LogError("projectiles_is_empty");
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return;
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}
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//Get the first projectile
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//获取第一个抛射体
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var projectileScene = ProjectileScenes[0];
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// var projectileScene = _projectileCache[_projectiles[0]];
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var projectile = NodeUtils.InstantiatePackedScene<ProjectileTemplate>(projectileScene, _projectileContainer);
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if (projectile == null) return;
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projectile.Owner = owner;
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projectile.Velocity = (enemyGlobalPosition - _marker2D.GlobalPosition).Normalized() * projectile.Speed;
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projectile.Position = _marker2D.GlobalPosition;
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}
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}
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