2024-10-07 07:17:04 +00:00
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using System.Collections.Generic;
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using ColdMint.scripts.character;
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using ColdMint.scripts.damage;
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using ColdMint.scripts.debug;
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using Godot;
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namespace ColdMint.scripts.weapon;
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/// <summary>
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/// <para>MeleeWeapon</para>
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/// <para>近战武器</para>
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/// </summary>
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public partial class MeleeWeapon : WeaponTemplate
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{
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/// <summary>
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/// <para>The damage area of the weapon</para>
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/// <para>武器的伤害区域</para>
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/// </summary>
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private Area2D? _weaponDamageArea;
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[Export]
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private int _maxDamage = 1;
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[Export]
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private int _minDamage = 1;
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private DamageTemplate? _damageTemplate;
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private readonly List<CharacterTemplate> _characterTemplates =
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[
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];
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2024-10-11 09:22:31 +00:00
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public override void LoadResource()
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2024-10-07 07:17:04 +00:00
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{
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2024-10-11 09:22:31 +00:00
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base.LoadResource();
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2024-10-07 07:17:04 +00:00
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_weaponDamageArea = GetNode<Area2D>("WeaponDamageArea");
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_weaponDamageArea.InputPickable = false;
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_weaponDamageArea.SetCollisionMaskValue(Config.LayerNumber.Player, true);
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_weaponDamageArea.SetCollisionMaskValue(Config.LayerNumber.Mob, true);
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_weaponDamageArea.Monitoring = true;
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_weaponDamageArea.BodyEntered += OnBodyEntered;
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_weaponDamageArea.BodyExited += OnBodyExited;
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_weaponDamageArea.AreaEntered += AreaEntered;
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_weaponDamageArea.AreaExited += AreaExited;
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_damageTemplate = new Damage();
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_damageTemplate.MaxDamage = _maxDamage;
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_damageTemplate.MinDamage = _minDamage;
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_damageTemplate.Type = Config.DamageType.Physical;
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}
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private void AreaExited(Node2D node2D)
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{
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LogCat.Log("AreaExited" + node2D.Name, LogCat.LogLabel.MeleeWeapon);
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}
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private void AreaEntered(Node2D node2D)
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{
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LogCat.Log("AreaEntered" + node2D.Name, LogCat.LogLabel.MeleeWeapon);
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}
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/// <summary>
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/// <para>OnBodyEntered</para>
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/// <para>当敌人进入攻击范围</para>
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/// </summary>
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private void OnBodyEntered(Node2D node2D)
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{
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LogCat.Log("OnBodyEntered" + node2D.Name, LogCat.LogLabel.MeleeWeapon);
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if (node2D is CharacterTemplate characterTemplate)
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{
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_characterTemplates.Add(characterTemplate);
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}
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}
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/// <summary>
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/// <para>When the enemy is out of range</para>
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/// <para>当敌人离开攻击范围</para>
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/// </summary>
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/// <param name="node"></param>
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private void OnBodyExited(Node node)
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{
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LogCat.Log("OnBodyExited" + node.Name, LogCat.LogLabel.MeleeWeapon);
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if (node is CharacterTemplate characterTemplate)
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{
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_characterTemplates.Remove(characterTemplate);
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}
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}
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protected override bool DoFire(Node2D? owner, Vector2 enemyGlobalPosition)
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{
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if (_weaponDamageArea == null)
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{
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return false;
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}
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if (_damageTemplate == null)
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{
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return false;
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}
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if (owner == null)
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{
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LogCat.LogError("owner_is_null", LogCat.LogLabel.MeleeWeapon);
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return false;
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}
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if (_characterTemplates.Count == 0)
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{
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return false;
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}
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foreach (var characterTemplate in _characterTemplates)
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{
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characterTemplate.Damage(_damageTemplate);
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}
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return true;
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}
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}
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