2024-04-28 13:55:19 +00:00
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using System;
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using System.Text;
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2024-06-04 14:23:06 +00:00
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using System.Threading.Tasks;
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2024-04-28 13:55:19 +00:00
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using ColdMint.scripts.damage;
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2024-06-04 14:23:06 +00:00
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using ColdMint.scripts.deathInfo;
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using ColdMint.scripts.inventory;
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2024-06-03 14:58:59 +00:00
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using ColdMint.scripts.map.events;
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using ColdMint.scripts.utils;
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using ColdMint.scripts.pickable;
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using Godot;
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namespace ColdMint.scripts.character;
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/// <summary>
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/// <para>玩家角色</para>
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/// </summary>
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public partial class Player : CharacterTemplate
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{
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private PackedScene? _floatLabelPackedScene;
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private Control? _floatLabel;
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//Empty object projectile
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//空的物品抛射线
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private readonly Vector2[] _emptyVector2Array = [Vector2.Zero];
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//抛物线
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private Line2D? _parabola;
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//用于检测玩家是否站在平台上的射线
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private RayCast2D? _platformDetectionRayCast2D;
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private const float PromptTextDistance = 50;
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//抛出物品的飞行速度
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private float _throwingVelocity = Config.CellSize * 13;
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//射线是否与平台碰撞
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private bool _collidingWithPlatform;
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//How long does it take for the character to recover from a collision with the platform after jumping off the platform (in seconds)
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//角色从平台上跳下后,多少时间后恢复与平台的碰撞(单位:秒)
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private double _platformCollisionRecoveryTime = 0.2f;
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public override void _Ready()
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{
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base._Ready();
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CharacterName = TranslationServerUtils.Translate("default_player_name");
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_floatLabelPackedScene = GD.Load<PackedScene>("res://prefab/ui/FloatLabel.tscn");
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_parabola = GetNode<Line2D>("Parabola");
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_platformDetectionRayCast2D = GetNode<RayCast2D>("PlatformDetectionRayCast");
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UpdateOperationTip();
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var healthBarUi = GameSceneNodeHolder.HealthBarUi;
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if (healthBarUi != null)
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{
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healthBarUi.MaxHp = MaxHp;
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healthBarUi.CurrentHp = CurrentHp;
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}
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}
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protected override void WhenBindItemContainer(IItemContainer? itemContainer)
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{
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if (itemContainer == null)
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{
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return;
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}
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//Subscribe to events when the item container is bound to the player.
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//在物品容器与玩家绑定时订阅事件。
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itemContainer.SelectedItemSlotChangeEvent += SelectedItemSlotChangeEvent;
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}
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public override void _ExitTree()
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{
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base._ExitTree();
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if (ProtectedItemContainer != null)
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{
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//Unsubscribe to events when this object is destroyed.
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//此节点被销毁时,取消订阅事件。
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ProtectedItemContainer.SelectedItemSlotChangeEvent -= SelectedItemSlotChangeEvent;
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}
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}
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private void SelectedItemSlotChangeEvent(SelectedItemSlotChangeEvent selectedItemSlotChangeEvent)
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{
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var item = selectedItemSlotChangeEvent.NewItemSlotNode?.GetItem();
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GameSceneNodeHolder.HideBackpackUiContainerIfVisible();
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if (item is Node2D node2D)
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{
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CurrentItem = node2D;
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}
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else
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{
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CurrentItem = null;
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}
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}
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/// <summary>
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/// <para>Update operation prompt</para>
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/// <para>更新操作提示</para>
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/// </summary>
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private void UpdateOperationTip()
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{
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var operationTipLabel = GameSceneNodeHolder.OperationTipLabel;
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if (operationTipLabel == null)
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{
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return;
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}
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var operationTipBuilder = new StringBuilder();
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operationTipBuilder.Append("[color=");
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operationTipBuilder.Append(Config.OperationTipActionColor);
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operationTipBuilder.Append(']');
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operationTipBuilder.Append(TranslationServerUtils.Translate(InputMap.ActionGetEvents("ui_left")[0].AsText()));
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operationTipBuilder.Append("[/color]");
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operationTipBuilder.Append(TranslationServerUtils.Translate("action_move_left"));
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operationTipBuilder.Append(' ');
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operationTipBuilder.Append("[color=");
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operationTipBuilder.Append(Config.OperationTipActionColor);
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operationTipBuilder.Append(']');
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operationTipBuilder.Append(TranslationServerUtils.Translate(InputMap.ActionGetEvents("ui_right")[0].AsText()));
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operationTipBuilder.Append("[/color]");
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operationTipBuilder.Append(TranslationServerUtils.Translate("action_move_right"));
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operationTipBuilder.Append(' ');
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operationTipBuilder.Append("[color=");
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operationTipBuilder.Append(Config.OperationTipActionColor);
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operationTipBuilder.Append(']');
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operationTipBuilder.Append(TranslationServerUtils.Translate(InputMap.ActionGetEvents("ui_up")[0].AsText()));
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operationTipBuilder.Append("[/color]");
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operationTipBuilder.Append(TranslationServerUtils.Translate("action_jump"));
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if (_collidingWithPlatform)
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{
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operationTipBuilder.Append(' ');
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operationTipBuilder.Append("[color=");
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operationTipBuilder.Append(Config.OperationTipActionColor);
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operationTipBuilder.Append(']');
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operationTipBuilder.Append(
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TranslationServerUtils.Translate(InputMap.ActionGetEvents("ui_down")[0].AsText()));
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operationTipBuilder.Append("[/color]");
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operationTipBuilder.Append(TranslationServerUtils.Translate("action_jump_down"));
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}
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//If the PickingRangeBodiesList is not null and the length is greater than 0
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//如果PickingRangeBodiesList不是null,且长度大于0
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if (PickingRangeBodiesList is { Count: > 0 })
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{
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operationTipBuilder.Append(' ');
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operationTipBuilder.Append("[color=");
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operationTipBuilder.Append(Config.OperationTipActionColor);
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operationTipBuilder.Append(']');
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operationTipBuilder.Append(
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TranslationServerUtils.Translate(InputMap.ActionGetEvents("pick_up")[0].AsText()));
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operationTipBuilder.Append("[/color]");
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operationTipBuilder.Append(TranslationServerUtils.Translate("action_pick_up"));
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operationTipLabel.Text = operationTipBuilder.ToString();
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}
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if (CurrentItem != null)
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{
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operationTipBuilder.Append(' ');
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operationTipBuilder.Append("[color=");
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operationTipBuilder.Append(Config.OperationTipActionColor);
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operationTipBuilder.Append(']');
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operationTipBuilder.Append(TranslationServerUtils.Translate(InputMap.ActionGetEvents("throw")[0].AsText()));
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operationTipBuilder.Append("[/color]");
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operationTipBuilder.Append(TranslationServerUtils.Translate("action_throw"));
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if (CurrentItem is IItem item)
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{
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operationTipBuilder.Append(TranslationServerUtils.Translate(item.Name));
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operationTipBuilder.Append(' ');
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operationTipBuilder.Append("[color=");
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operationTipBuilder.Append(Config.OperationTipActionColor);
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operationTipBuilder.Append(']');
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operationTipBuilder.Append(
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TranslationServerUtils.Translate(InputMap.ActionGetEvents("use_item")[0].AsText()));
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operationTipBuilder.Append("[/color]");
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operationTipBuilder.Append(TranslationServerUtils.Translate("action_use_item"));
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operationTipBuilder.Append(TranslationServerUtils.Translate(item.Name));
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}
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}
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operationTipLabel.Text = operationTipBuilder.ToString();
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}
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protected override void HookPhysicsProcess(ref Vector2 velocity, double delta)
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{
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if (!Visible)
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{
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return;
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}
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//When the collision state between the platform detection ray and the platform changes
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//在平台检测射线与平台碰撞状态改变时
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if (_platformDetectionRayCast2D != null && _platformDetectionRayCast2D.IsColliding() != _collidingWithPlatform)
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{
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//When the state changes, update the action hint
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//当状态改变时,更新操作提示
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_collidingWithPlatform = _platformDetectionRayCast2D.IsColliding();
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UpdateOperationTip();
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}
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//If the character is on the ground, give an upward velocity when the jump button is pressed
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//如果角色正在地面上,按下跳跃键时,给予一个向上的速度
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if (Input.IsActionJustPressed("ui_up") && IsOnFloor())
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velocity.Y = JumpVelocity;
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//Moving left and right
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//左右移动
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var axis = Input.GetAxis("ui_left", "ui_right");
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velocity.X = axis * Speed;
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//Use items
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//使用物品
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if (Input.IsActionPressed("use_item"))
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{
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UseItem(GetGlobalMousePosition());
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}
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//Pick up an item
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//捡起物品
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if (Input.IsActionJustPressed("pick_up"))
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{
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var pickAbleItem = FindTheNearestItem();
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var success = PickItem(pickAbleItem);
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if (success)
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{
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if (pickAbleItem != null)
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{
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PickingRangeBodiesList?.Remove(pickAbleItem);
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}
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if (_floatLabel != null)
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{
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_floatLabel.QueueFree();
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_floatLabel = null;
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}
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}
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}
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if (Input.IsActionJustPressed("ui_down"))
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{
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if (_collidingWithPlatform)
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{
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//When the character stands on the platform and presses the ui_down key, we cancel the collision between the character and the platform
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2024-04-28 13:55:19 +00:00
|
|
|
|
//当角色站在平台上按下 ui_down 键时,我们取消角色与平台的碰撞
|
|
|
|
|
var timer = new Timer();
|
|
|
|
|
AddChild(timer);
|
2024-05-07 11:36:06 +00:00
|
|
|
|
timer.WaitTime = _platformCollisionRecoveryTime;
|
2024-04-28 13:55:19 +00:00
|
|
|
|
timer.OneShot = true;
|
|
|
|
|
timer.Start();
|
|
|
|
|
timer.Timeout += () =>
|
|
|
|
|
{
|
|
|
|
|
SetCollisionMaskValue(Config.LayerNumber.Platform, true);
|
|
|
|
|
timer.QueueFree();
|
|
|
|
|
};
|
|
|
|
|
SetCollisionMaskValue(Config.LayerNumber.Platform, false);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
2024-05-06 10:59:39 +00:00
|
|
|
|
//Display a parabola when an item is thrown
|
2024-04-28 13:55:19 +00:00
|
|
|
|
//抛出物品时,显示抛物线
|
|
|
|
|
if (Input.IsActionPressed("throw"))
|
|
|
|
|
{
|
2024-05-07 11:36:06 +00:00
|
|
|
|
if (_parabola == null)
|
2024-05-06 10:59:39 +00:00
|
|
|
|
{
|
2024-05-07 11:36:06 +00:00
|
|
|
|
return;
|
2024-05-06 10:59:39 +00:00
|
|
|
|
}
|
2024-05-07 11:36:06 +00:00
|
|
|
|
|
|
|
|
|
if (ItemMarker2D == null)
|
2024-04-28 13:55:19 +00:00
|
|
|
|
{
|
2024-05-07 11:36:06 +00:00
|
|
|
|
//Cannot get the marked location of the item, then do not draw a line
|
|
|
|
|
//无法获取物品的标记位置,那么不绘制线
|
|
|
|
|
return;
|
2024-04-28 13:55:19 +00:00
|
|
|
|
}
|
2024-05-07 11:36:06 +00:00
|
|
|
|
|
|
|
|
|
_parabola.Points = CurrentItem == null
|
2024-06-19 16:02:32 +00:00
|
|
|
|
? _emptyVector2Array
|
|
|
|
|
: ParabolicUtils.ComputeParabolic(ItemMarker2D.Position, GetThrowVelocity(), Gravity, 0.1f);
|
2024-04-28 13:55:19 +00:00
|
|
|
|
}
|
|
|
|
|
|
2024-05-06 10:59:39 +00:00
|
|
|
|
|
|
|
|
|
//When you raise your hand, throw the object
|
2024-04-28 13:55:19 +00:00
|
|
|
|
//抬起手时,抛出物品
|
|
|
|
|
if (Input.IsActionJustReleased("throw"))
|
|
|
|
|
{
|
2024-06-06 14:43:07 +00:00
|
|
|
|
if (ItemContainer == null)
|
2024-05-08 10:22:04 +00:00
|
|
|
|
{
|
|
|
|
|
return;
|
|
|
|
|
}
|
2024-05-09 13:07:14 +00:00
|
|
|
|
|
2024-05-07 11:36:06 +00:00
|
|
|
|
if (_parabola != null)
|
|
|
|
|
{
|
|
|
|
|
_parabola.Points = new[] { Vector2.Zero };
|
|
|
|
|
}
|
|
|
|
|
|
2024-06-06 14:43:07 +00:00
|
|
|
|
ThrowItem(ItemContainer.GetSelectIndex(), 1, GetThrowVelocity());
|
2024-06-19 14:33:00 +00:00
|
|
|
|
GameSceneNodeHolder.HideBackpackUiContainerIfVisible();
|
2024-05-07 11:36:06 +00:00
|
|
|
|
CurrentItem = null;
|
2024-04-28 13:55:19 +00:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2024-05-09 13:07:14 +00:00
|
|
|
|
protected override void WhenUpdateCurrentItem(Node2D? currentItem)
|
|
|
|
|
{
|
|
|
|
|
UpdateOperationTip();
|
|
|
|
|
}
|
2024-04-28 13:55:19 +00:00
|
|
|
|
|
2024-06-06 14:43:07 +00:00
|
|
|
|
/// <summary>
|
|
|
|
|
/// <para>当玩家手动抛出物品时,施加到物品上的速度值</para>
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <returns></returns>
|
2024-04-28 13:55:19 +00:00
|
|
|
|
private Vector2 GetThrowVelocity()
|
|
|
|
|
{
|
2024-05-06 10:59:39 +00:00
|
|
|
|
//We take the mouse position, normalize it, and then multiply it by the distance the player can throw
|
2024-04-28 13:55:19 +00:00
|
|
|
|
//我们拿到鼠标的位置,将其归一化处理,然后乘以玩家可扔出的距离
|
2024-05-07 11:36:06 +00:00
|
|
|
|
return GetLocalMousePosition().Normalized() * _throwingVelocity;
|
2024-04-28 13:55:19 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public override void _Process(double delta)
|
|
|
|
|
{
|
2024-06-04 14:23:06 +00:00
|
|
|
|
if (!Visible)
|
|
|
|
|
{
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
2024-04-28 13:55:19 +00:00
|
|
|
|
AimTheCurrentItemAtAPoint(GetGlobalMousePosition());
|
2024-05-07 11:36:06 +00:00
|
|
|
|
var itemMarker2DPosition = Vector2.Zero;
|
|
|
|
|
if (ItemMarker2D != null)
|
|
|
|
|
{
|
|
|
|
|
itemMarker2DPosition = ItemMarker2D.Position;
|
|
|
|
|
}
|
|
|
|
|
|
2024-04-28 13:55:19 +00:00
|
|
|
|
var axis = Input.GetAxis("ui_left", "ui_right");
|
|
|
|
|
switch (axis)
|
|
|
|
|
{
|
|
|
|
|
case -1:
|
2024-05-06 10:59:39 +00:00
|
|
|
|
//Minus 1, we move to the left
|
2024-04-28 13:55:19 +00:00
|
|
|
|
//-1,向左移动
|
|
|
|
|
FacingLeft = true;
|
2024-05-07 11:36:06 +00:00
|
|
|
|
if (ItemMarker2D != null)
|
|
|
|
|
{
|
|
|
|
|
itemMarker2DPosition.X = -ReadOnlyItemMarkerOriginalX;
|
|
|
|
|
}
|
|
|
|
|
|
2024-04-28 13:55:19 +00:00
|
|
|
|
Flip();
|
|
|
|
|
break;
|
|
|
|
|
case 1:
|
2024-05-06 10:59:39 +00:00
|
|
|
|
//1, move to the right
|
2024-04-28 13:55:19 +00:00
|
|
|
|
//1,向右移动
|
|
|
|
|
FacingLeft = false;
|
2024-05-07 11:36:06 +00:00
|
|
|
|
if (ItemMarker2D != null)
|
|
|
|
|
{
|
|
|
|
|
itemMarker2DPosition.X = ReadOnlyItemMarkerOriginalX;
|
|
|
|
|
}
|
|
|
|
|
|
2024-04-28 13:55:19 +00:00
|
|
|
|
Flip();
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
2024-05-07 11:36:06 +00:00
|
|
|
|
if (ItemMarker2D != null)
|
|
|
|
|
{
|
|
|
|
|
ItemMarker2D.Position = itemMarker2DPosition;
|
|
|
|
|
}
|
2024-04-28 13:55:19 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
protected override void Flip()
|
|
|
|
|
{
|
|
|
|
|
base.Flip();
|
2024-05-06 10:59:39 +00:00
|
|
|
|
//If there is a weapon, flip it too
|
2024-04-28 13:55:19 +00:00
|
|
|
|
//如果有武器的话,也要翻转
|
2024-06-16 07:28:16 +00:00
|
|
|
|
if (CurrentItem is PickAbleTemplate pickAbleTemplate)
|
2024-04-28 13:55:19 +00:00
|
|
|
|
{
|
2024-06-16 07:28:16 +00:00
|
|
|
|
pickAbleTemplate.Flip(FacingLeft);
|
2024-04-28 13:55:19 +00:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2024-06-05 14:15:23 +00:00
|
|
|
|
public override void Revive(int newHp)
|
|
|
|
|
{
|
|
|
|
|
base.Revive(newHp);
|
|
|
|
|
var healthBarUi = GameSceneNodeHolder.HealthBarUi;
|
2024-06-06 14:43:07 +00:00
|
|
|
|
if (healthBarUi != null)
|
2024-06-05 14:15:23 +00:00
|
|
|
|
{
|
|
|
|
|
//The purpose of setting Hp to the current Hp is to cause the life bar to refresh.
|
|
|
|
|
//将Hp设置为当前Hp的目的是,使生命条刷新。
|
|
|
|
|
healthBarUi.CurrentHp = CurrentHp;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2024-06-08 15:59:24 +00:00
|
|
|
|
/// <summary>
|
|
|
|
|
/// <para>When the player dies</para>
|
|
|
|
|
/// <para>当玩家死亡的时候</para>
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <param name="damageTemplate"></param>
|
2024-06-04 14:23:06 +00:00
|
|
|
|
protected override async Task OnDie(DamageTemplate damageTemplate)
|
2024-06-03 14:58:59 +00:00
|
|
|
|
{
|
2024-06-08 15:59:24 +00:00
|
|
|
|
Hide();
|
|
|
|
|
ProcessMode = ProcessModeEnum.Disabled;
|
2024-06-04 14:23:06 +00:00
|
|
|
|
if (EventManager.GameOverEvent == null)
|
2024-06-03 14:58:59 +00:00
|
|
|
|
{
|
2024-06-04 14:23:06 +00:00
|
|
|
|
return;
|
2024-06-03 14:58:59 +00:00
|
|
|
|
}
|
|
|
|
|
|
2024-06-04 14:23:06 +00:00
|
|
|
|
var gameOverEvent = new GameOverEvent();
|
|
|
|
|
if (damageTemplate.Attacker != null)
|
|
|
|
|
{
|
|
|
|
|
gameOverEvent.DeathInfo = await DeathInfoGenerator.GenerateDeathInfo(this, damageTemplate.Attacker);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
EventManager.GameOverEvent.Invoke(gameOverEvent);
|
2024-06-03 14:58:59 +00:00
|
|
|
|
}
|
|
|
|
|
|
2024-04-28 13:55:19 +00:00
|
|
|
|
protected override void EnterThePickingRangeBody(Node node)
|
|
|
|
|
{
|
2024-05-09 13:07:14 +00:00
|
|
|
|
base.EnterThePickingRangeBody(node);
|
2024-05-06 10:59:39 +00:00
|
|
|
|
if (CurrentItem == node)
|
|
|
|
|
{
|
|
|
|
|
//If the node entering the pick range is the node held by the player, then return.
|
|
|
|
|
//如果说进入拾捡范围的节点是玩家所持有的节点,那么返回。
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
2024-05-07 11:36:06 +00:00
|
|
|
|
if (node is not Node2D node2D)
|
2024-04-28 13:55:19 +00:00
|
|
|
|
{
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
2024-05-07 11:36:06 +00:00
|
|
|
|
if (_floatLabelPackedScene != null)
|
2024-04-28 13:55:19 +00:00
|
|
|
|
{
|
2024-05-07 11:36:06 +00:00
|
|
|
|
//If there is a scene of floating text, then we generate floating text.
|
|
|
|
|
//如果有悬浮文本的场景,那么我们生成悬浮文本。
|
|
|
|
|
_floatLabel?.QueueFree();
|
2024-06-24 14:19:12 +00:00
|
|
|
|
_floatLabel = NodeUtils.InstantiatePackedScene<Control>(_floatLabelPackedScene);
|
2024-06-10 13:05:18 +00:00
|
|
|
|
if (_floatLabel != null)
|
2024-04-28 13:55:19 +00:00
|
|
|
|
{
|
2024-06-24 14:19:12 +00:00
|
|
|
|
NodeUtils.CallDeferredAddChild(node, _floatLabel);
|
2024-06-10 13:05:18 +00:00
|
|
|
|
var rotationDegreesNode2D = node2D.RotationDegrees;
|
|
|
|
|
var rotationDegreesNode2DAbs = Math.Abs(rotationDegreesNode2D);
|
2024-06-19 16:02:32 +00:00
|
|
|
|
_floatLabel.Position = rotationDegreesNode2DAbs > 90
|
|
|
|
|
? new Vector2(0, PromptTextDistance)
|
|
|
|
|
: new Vector2(0, -PromptTextDistance);
|
2024-06-10 13:05:18 +00:00
|
|
|
|
_floatLabel.RotationDegrees = 0 - rotationDegreesNode2D;
|
|
|
|
|
var label = _floatLabel.GetNode<Label>("Label");
|
2024-06-16 07:28:16 +00:00
|
|
|
|
if (node is PickAbleTemplate pickAbleTemplate)
|
2024-04-28 13:55:19 +00:00
|
|
|
|
{
|
2024-06-10 13:05:18 +00:00
|
|
|
|
var stringBuilder = new StringBuilder();
|
2024-06-16 07:28:16 +00:00
|
|
|
|
if (pickAbleTemplate.Owner is CharacterTemplate characterTemplate)
|
2024-06-10 13:05:18 +00:00
|
|
|
|
{
|
|
|
|
|
stringBuilder.Append(characterTemplate.ReadOnlyCharacterName);
|
|
|
|
|
stringBuilder.Append(TranslationServerUtils.Translate("de"));
|
|
|
|
|
}
|
|
|
|
|
|
2024-06-16 07:28:16 +00:00
|
|
|
|
stringBuilder.Append(TranslationServerUtils.Translate(pickAbleTemplate.Name));
|
2024-06-10 13:05:18 +00:00
|
|
|
|
label.Text = stringBuilder.ToString();
|
2024-04-28 13:55:19 +00:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
UpdateOperationTip();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
protected override void ExitThePickingRangeBody(Node node)
|
|
|
|
|
{
|
2024-05-09 13:07:14 +00:00
|
|
|
|
base.ExitThePickingRangeBody(node);
|
2024-04-28 13:55:19 +00:00
|
|
|
|
if (node is not Node2D)
|
|
|
|
|
{
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
2024-05-07 11:36:06 +00:00
|
|
|
|
if (_floatLabel != null)
|
2024-04-28 13:55:19 +00:00
|
|
|
|
{
|
2024-05-07 11:36:06 +00:00
|
|
|
|
_floatLabel.QueueFree();
|
|
|
|
|
_floatLabel = null;
|
2024-04-28 13:55:19 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
UpdateOperationTip();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
protected override void OnHit(DamageTemplate damageTemplate)
|
|
|
|
|
{
|
|
|
|
|
base.OnHit(damageTemplate);
|
2024-05-08 10:22:04 +00:00
|
|
|
|
var healthBarUi = GameSceneNodeHolder.HealthBarUi;
|
|
|
|
|
if (healthBarUi != null)
|
|
|
|
|
{
|
|
|
|
|
healthBarUi.CurrentHp = CurrentHp;
|
|
|
|
|
}
|
2024-04-28 13:55:19 +00:00
|
|
|
|
}
|
|
|
|
|
}
|