2024-04-28 13:55:19 +00:00
|
|
|
|
using System;
|
|
|
|
|
using System.Text;
|
2024-06-04 14:23:06 +00:00
|
|
|
|
using System.Threading.Tasks;
|
2024-04-28 13:55:19 +00:00
|
|
|
|
using ColdMint.scripts.damage;
|
2024-06-04 14:23:06 +00:00
|
|
|
|
using ColdMint.scripts.deathInfo;
|
2024-06-25 14:11:19 +00:00
|
|
|
|
using ColdMint.scripts.debug;
|
2024-06-19 16:02:32 +00:00
|
|
|
|
using ColdMint.scripts.inventory;
|
2024-06-03 14:58:59 +00:00
|
|
|
|
using ColdMint.scripts.map.events;
|
2024-04-28 13:55:19 +00:00
|
|
|
|
using ColdMint.scripts.utils;
|
2024-06-16 07:28:16 +00:00
|
|
|
|
using ColdMint.scripts.pickable;
|
2024-05-07 11:36:06 +00:00
|
|
|
|
using Godot;
|
|
|
|
|
|
|
|
|
|
namespace ColdMint.scripts.character;
|
2024-04-28 13:55:19 +00:00
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// <para>玩家角色</para>
|
|
|
|
|
/// </summary>
|
|
|
|
|
public partial class Player : CharacterTemplate
|
|
|
|
|
{
|
2024-05-07 11:36:06 +00:00
|
|
|
|
private Control? _floatLabel;
|
2024-04-28 13:55:19 +00:00
|
|
|
|
|
2024-05-06 10:59:39 +00:00
|
|
|
|
//Empty object projectile
|
|
|
|
|
//空的物品抛射线
|
2024-06-16 07:28:16 +00:00
|
|
|
|
private readonly Vector2[] _emptyVector2Array = [Vector2.Zero];
|
2024-04-28 13:55:19 +00:00
|
|
|
|
|
|
|
|
|
//抛物线
|
2024-05-07 11:36:06 +00:00
|
|
|
|
private Line2D? _parabola;
|
2024-04-28 13:55:19 +00:00
|
|
|
|
|
|
|
|
|
//用于检测玩家是否站在平台上的射线
|
2024-05-07 11:36:06 +00:00
|
|
|
|
private RayCast2D? _platformDetectionRayCast2D;
|
2024-04-28 13:55:19 +00:00
|
|
|
|
|
|
|
|
|
|
2024-05-07 11:36:06 +00:00
|
|
|
|
private const float PromptTextDistance = 50;
|
2024-04-28 13:55:19 +00:00
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//抛出物品的飞行速度
|
2024-05-07 11:36:06 +00:00
|
|
|
|
private float _throwingVelocity = Config.CellSize * 13;
|
2024-04-28 13:55:19 +00:00
|
|
|
|
|
|
|
|
|
//射线是否与平台碰撞
|
2024-05-07 11:36:06 +00:00
|
|
|
|
private bool _collidingWithPlatform;
|
2024-04-28 13:55:19 +00:00
|
|
|
|
|
|
|
|
|
//How long does it take for the character to recover from a collision with the platform after jumping off the platform (in seconds)
|
|
|
|
|
//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)
|
2024-05-07 11:36:06 +00:00
|
|
|
|
private double _platformCollisionRecoveryTime = 0.2f;
|
2024-04-28 13:55:19 +00:00
|
|
|
|
|
|
|
|
|
|
|
|
|
|
public override void _Ready()
|
|
|
|
|
{
|
|
|
|
|
base._Ready();
|
2024-05-24 14:58:52 +00:00
|
|
|
|
CharacterName = TranslationServerUtils.Translate("default_player_name");
|
2024-07-15 12:37:30 +00:00
|
|
|
|
LogCat.LogWithFormat("player_spawn_debug", LogCat.LogLabel.Default, LogCat.UploadFormat,ReadOnlyCharacterName,
|
2024-07-02 15:16:04 +00:00
|
|
|
|
GlobalPosition);
|
2024-07-11 15:06:47 +00:00
|
|
|
|
var floatLabelPackedScene = GD.Load<PackedScene>("res://prefab/ui/FloatLabel.tscn");
|
|
|
|
|
//Initializes the float label.
|
|
|
|
|
//初始化悬浮标签。
|
|
|
|
|
_floatLabel = NodeUtils.InstantiatePackedScene<Control>(floatLabelPackedScene);
|
|
|
|
|
if (_floatLabel == null)
|
|
|
|
|
{
|
|
|
|
|
throw new NullReferenceException(TranslationServer.Translate("float_label_instantiate_failed"));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
_floatLabel.Hide();
|
|
|
|
|
NodeUtils.CallDeferredAddChild(this, _floatLabel);
|
2024-05-07 11:36:06 +00:00
|
|
|
|
_parabola = GetNode<Line2D>("Parabola");
|
|
|
|
|
_platformDetectionRayCast2D = GetNode<RayCast2D>("PlatformDetectionRayCast");
|
2024-04-28 13:55:19 +00:00
|
|
|
|
UpdateOperationTip();
|
2024-05-08 10:22:04 +00:00
|
|
|
|
var healthBarUi = GameSceneNodeHolder.HealthBarUi;
|
|
|
|
|
if (healthBarUi != null)
|
|
|
|
|
{
|
|
|
|
|
healthBarUi.MaxHp = MaxHp;
|
|
|
|
|
healthBarUi.CurrentHp = CurrentHp;
|
|
|
|
|
}
|
2024-04-28 13:55:19 +00:00
|
|
|
|
}
|
|
|
|
|
|
2024-06-19 16:02:32 +00:00
|
|
|
|
protected override void WhenBindItemContainer(IItemContainer? itemContainer)
|
|
|
|
|
{
|
|
|
|
|
if (itemContainer == null)
|
|
|
|
|
{
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//Subscribe to events when the item container is bound to the player.
|
|
|
|
|
//在物品容器与玩家绑定时订阅事件。
|
|
|
|
|
itemContainer.SelectedItemSlotChangeEvent += SelectedItemSlotChangeEvent;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public override void _ExitTree()
|
|
|
|
|
{
|
|
|
|
|
base._ExitTree();
|
|
|
|
|
if (ProtectedItemContainer != null)
|
|
|
|
|
{
|
|
|
|
|
//Unsubscribe to events when this object is destroyed.
|
|
|
|
|
//此节点被销毁时,取消订阅事件。
|
|
|
|
|
ProtectedItemContainer.SelectedItemSlotChangeEvent -= SelectedItemSlotChangeEvent;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void SelectedItemSlotChangeEvent(SelectedItemSlotChangeEvent selectedItemSlotChangeEvent)
|
|
|
|
|
{
|
2024-06-21 11:16:40 +00:00
|
|
|
|
var item = selectedItemSlotChangeEvent.NewItemSlotNode?.GetItem();
|
2024-06-19 16:02:32 +00:00
|
|
|
|
GameSceneNodeHolder.HideBackpackUiContainerIfVisible();
|
|
|
|
|
if (item is Node2D node2D)
|
|
|
|
|
{
|
|
|
|
|
CurrentItem = node2D;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
CurrentItem = null;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2024-04-28 13:55:19 +00:00
|
|
|
|
/// <summary>
|
|
|
|
|
/// <para>Update operation prompt</para>
|
|
|
|
|
/// <para>更新操作提示</para>
|
|
|
|
|
/// </summary>
|
|
|
|
|
private void UpdateOperationTip()
|
|
|
|
|
{
|
2024-05-08 10:22:04 +00:00
|
|
|
|
var operationTipLabel = GameSceneNodeHolder.OperationTipLabel;
|
|
|
|
|
if (operationTipLabel == null)
|
|
|
|
|
{
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
2024-04-28 13:55:19 +00:00
|
|
|
|
var operationTipBuilder = new StringBuilder();
|
|
|
|
|
|
2024-05-09 13:07:14 +00:00
|
|
|
|
operationTipBuilder.Append("[color=");
|
|
|
|
|
operationTipBuilder.Append(Config.OperationTipActionColor);
|
|
|
|
|
operationTipBuilder.Append(']');
|
2024-05-24 14:58:52 +00:00
|
|
|
|
operationTipBuilder.Append(TranslationServerUtils.Translate(InputMap.ActionGetEvents("ui_left")[0].AsText()));
|
2024-05-09 13:07:14 +00:00
|
|
|
|
operationTipBuilder.Append("[/color]");
|
2024-06-13 16:43:31 +00:00
|
|
|
|
operationTipBuilder.Append(TranslationServerUtils.Translate("action_move_left"));
|
2024-04-28 13:55:19 +00:00
|
|
|
|
operationTipBuilder.Append(' ');
|
2024-05-09 13:07:14 +00:00
|
|
|
|
operationTipBuilder.Append("[color=");
|
|
|
|
|
operationTipBuilder.Append(Config.OperationTipActionColor);
|
|
|
|
|
operationTipBuilder.Append(']');
|
2024-05-24 14:58:52 +00:00
|
|
|
|
operationTipBuilder.Append(TranslationServerUtils.Translate(InputMap.ActionGetEvents("ui_right")[0].AsText()));
|
2024-05-09 13:07:14 +00:00
|
|
|
|
operationTipBuilder.Append("[/color]");
|
2024-06-13 16:43:31 +00:00
|
|
|
|
operationTipBuilder.Append(TranslationServerUtils.Translate("action_move_right"));
|
2024-04-28 13:55:19 +00:00
|
|
|
|
operationTipBuilder.Append(' ');
|
2024-05-09 13:07:14 +00:00
|
|
|
|
operationTipBuilder.Append("[color=");
|
|
|
|
|
operationTipBuilder.Append(Config.OperationTipActionColor);
|
|
|
|
|
operationTipBuilder.Append(']');
|
2024-05-24 14:58:52 +00:00
|
|
|
|
operationTipBuilder.Append(TranslationServerUtils.Translate(InputMap.ActionGetEvents("ui_up")[0].AsText()));
|
2024-05-09 13:07:14 +00:00
|
|
|
|
operationTipBuilder.Append("[/color]");
|
2024-06-13 16:43:31 +00:00
|
|
|
|
operationTipBuilder.Append(TranslationServerUtils.Translate("action_jump"));
|
2024-05-07 11:36:06 +00:00
|
|
|
|
if (_collidingWithPlatform)
|
2024-04-28 13:55:19 +00:00
|
|
|
|
{
|
|
|
|
|
operationTipBuilder.Append(' ');
|
2024-05-09 13:07:14 +00:00
|
|
|
|
operationTipBuilder.Append("[color=");
|
|
|
|
|
operationTipBuilder.Append(Config.OperationTipActionColor);
|
|
|
|
|
operationTipBuilder.Append(']');
|
2024-06-03 14:58:59 +00:00
|
|
|
|
operationTipBuilder.Append(
|
2024-06-19 16:02:32 +00:00
|
|
|
|
TranslationServerUtils.Translate(InputMap.ActionGetEvents("ui_down")[0].AsText()));
|
2024-05-09 13:07:14 +00:00
|
|
|
|
operationTipBuilder.Append("[/color]");
|
2024-06-13 16:43:31 +00:00
|
|
|
|
operationTipBuilder.Append(TranslationServerUtils.Translate("action_jump_down"));
|
2024-04-28 13:55:19 +00:00
|
|
|
|
}
|
|
|
|
|
|
2024-07-11 15:06:47 +00:00
|
|
|
|
var nearestItem = FindTheNearestItem();
|
|
|
|
|
if (nearestItem != null)
|
2024-05-09 13:07:14 +00:00
|
|
|
|
{
|
|
|
|
|
operationTipBuilder.Append(' ');
|
|
|
|
|
operationTipBuilder.Append("[color=");
|
|
|
|
|
operationTipBuilder.Append(Config.OperationTipActionColor);
|
|
|
|
|
operationTipBuilder.Append(']');
|
|
|
|
|
operationTipBuilder.Append(
|
2024-06-19 16:02:32 +00:00
|
|
|
|
TranslationServerUtils.Translate(InputMap.ActionGetEvents("pick_up")[0].AsText()));
|
2024-05-09 13:07:14 +00:00
|
|
|
|
operationTipBuilder.Append("[/color]");
|
2024-06-13 16:43:31 +00:00
|
|
|
|
operationTipBuilder.Append(TranslationServerUtils.Translate("action_pick_up"));
|
2024-07-11 15:06:47 +00:00
|
|
|
|
if (nearestItem is IItem item)
|
|
|
|
|
{
|
|
|
|
|
operationTipBuilder.Append(item.Name);
|
|
|
|
|
}
|
|
|
|
|
|
2024-05-09 13:07:14 +00:00
|
|
|
|
operationTipLabel.Text = operationTipBuilder.ToString();
|
|
|
|
|
}
|
|
|
|
|
|
2024-04-28 13:55:19 +00:00
|
|
|
|
if (CurrentItem != null)
|
|
|
|
|
{
|
|
|
|
|
operationTipBuilder.Append(' ');
|
2024-05-09 13:07:14 +00:00
|
|
|
|
operationTipBuilder.Append("[color=");
|
|
|
|
|
operationTipBuilder.Append(Config.OperationTipActionColor);
|
|
|
|
|
operationTipBuilder.Append(']');
|
2024-05-24 14:58:52 +00:00
|
|
|
|
operationTipBuilder.Append(TranslationServerUtils.Translate(InputMap.ActionGetEvents("throw")[0].AsText()));
|
2024-05-09 13:07:14 +00:00
|
|
|
|
operationTipBuilder.Append("[/color]");
|
2024-06-13 16:43:31 +00:00
|
|
|
|
operationTipBuilder.Append(TranslationServerUtils.Translate("action_throw"));
|
2024-06-12 15:42:35 +00:00
|
|
|
|
if (CurrentItem is IItem item)
|
2024-04-28 13:55:19 +00:00
|
|
|
|
{
|
2024-06-12 15:42:35 +00:00
|
|
|
|
operationTipBuilder.Append(TranslationServerUtils.Translate(item.Name));
|
2024-04-28 13:55:19 +00:00
|
|
|
|
operationTipBuilder.Append(' ');
|
2024-05-09 13:07:14 +00:00
|
|
|
|
operationTipBuilder.Append("[color=");
|
|
|
|
|
operationTipBuilder.Append(Config.OperationTipActionColor);
|
|
|
|
|
operationTipBuilder.Append(']');
|
2024-04-28 13:55:19 +00:00
|
|
|
|
operationTipBuilder.Append(
|
2024-06-19 16:02:32 +00:00
|
|
|
|
TranslationServerUtils.Translate(InputMap.ActionGetEvents("use_item")[0].AsText()));
|
2024-05-09 13:07:14 +00:00
|
|
|
|
operationTipBuilder.Append("[/color]");
|
2024-06-13 16:43:31 +00:00
|
|
|
|
operationTipBuilder.Append(TranslationServerUtils.Translate("action_use_item"));
|
2024-06-12 15:42:35 +00:00
|
|
|
|
operationTipBuilder.Append(TranslationServerUtils.Translate(item.Name));
|
2024-04-28 13:55:19 +00:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2024-05-08 10:22:04 +00:00
|
|
|
|
operationTipLabel.Text = operationTipBuilder.ToString();
|
2024-04-28 13:55:19 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
protected override void HookPhysicsProcess(ref Vector2 velocity, double delta)
|
|
|
|
|
{
|
2024-05-06 10:59:39 +00:00
|
|
|
|
//When the collision state between the platform detection ray and the platform changes
|
2024-04-28 13:55:19 +00:00
|
|
|
|
//在平台检测射线与平台碰撞状态改变时
|
2024-05-07 11:36:06 +00:00
|
|
|
|
if (_platformDetectionRayCast2D != null && _platformDetectionRayCast2D.IsColliding() != _collidingWithPlatform)
|
2024-04-28 13:55:19 +00:00
|
|
|
|
{
|
2024-05-06 10:59:39 +00:00
|
|
|
|
//When the state changes, update the action hint
|
2024-04-28 13:55:19 +00:00
|
|
|
|
//当状态改变时,更新操作提示
|
2024-05-07 11:36:06 +00:00
|
|
|
|
_collidingWithPlatform = _platformDetectionRayCast2D.IsColliding();
|
2024-04-28 13:55:19 +00:00
|
|
|
|
UpdateOperationTip();
|
|
|
|
|
}
|
|
|
|
|
|
2024-05-06 10:59:39 +00:00
|
|
|
|
//If the character is on the ground, give an upward velocity when the jump button is pressed
|
2024-04-28 13:55:19 +00:00
|
|
|
|
//如果角色正在地面上,按下跳跃键时,给予一个向上的速度
|
|
|
|
|
if (Input.IsActionJustPressed("ui_up") && IsOnFloor())
|
|
|
|
|
velocity.Y = JumpVelocity;
|
|
|
|
|
|
2024-05-06 10:59:39 +00:00
|
|
|
|
//Moving left and right
|
2024-04-28 13:55:19 +00:00
|
|
|
|
//左右移动
|
|
|
|
|
var axis = Input.GetAxis("ui_left", "ui_right");
|
2024-07-07 15:10:25 +00:00
|
|
|
|
velocity.X = axis * Speed * Config.CellSize * ProtectedSpeedScale;
|
2024-04-28 13:55:19 +00:00
|
|
|
|
|
2024-05-06 10:59:39 +00:00
|
|
|
|
//Use items
|
2024-04-28 13:55:19 +00:00
|
|
|
|
//使用物品
|
|
|
|
|
if (Input.IsActionPressed("use_item"))
|
|
|
|
|
{
|
|
|
|
|
UseItem(GetGlobalMousePosition());
|
|
|
|
|
}
|
|
|
|
|
|
2024-05-06 10:59:39 +00:00
|
|
|
|
//Pick up an item
|
2024-04-28 13:55:19 +00:00
|
|
|
|
//捡起物品
|
|
|
|
|
if (Input.IsActionJustPressed("pick_up"))
|
|
|
|
|
{
|
2024-05-09 13:07:14 +00:00
|
|
|
|
var pickAbleItem = FindTheNearestItem();
|
|
|
|
|
var success = PickItem(pickAbleItem);
|
2024-04-29 15:25:03 +00:00
|
|
|
|
if (success)
|
|
|
|
|
{
|
2024-05-09 13:07:14 +00:00
|
|
|
|
if (pickAbleItem != null)
|
|
|
|
|
{
|
|
|
|
|
PickingRangeBodiesList?.Remove(pickAbleItem);
|
|
|
|
|
}
|
|
|
|
|
|
2024-07-11 15:06:47 +00:00
|
|
|
|
RecycleFloatLabel();
|
2024-04-29 15:25:03 +00:00
|
|
|
|
}
|
2024-04-28 13:55:19 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (Input.IsActionJustPressed("ui_down"))
|
|
|
|
|
{
|
2024-05-07 11:36:06 +00:00
|
|
|
|
if (_collidingWithPlatform)
|
2024-04-28 13:55:19 +00:00
|
|
|
|
{
|
2024-05-06 10:59:39 +00:00
|
|
|
|
//When the character stands on the platform and presses the ui_down key, we cancel the collision between the character and the platform
|
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)
|
|
|
|
|
{
|
2024-07-05 14:56:24 +00:00
|
|
|
|
_parabola.Points = [Vector2.Zero];
|
2024-05-07 11:36:06 +00:00
|
|
|
|
}
|
|
|
|
|
|
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;
|
|
|
|
|
}
|
|
|
|
|
|
2024-07-11 15:06:47 +00:00
|
|
|
|
if (_floatLabel != null)
|
2024-04-28 13:55:19 +00:00
|
|
|
|
{
|
2024-07-11 15:06:47 +00:00
|
|
|
|
if (node is not PickAbleTemplate pickAbleTemplate)
|
2024-04-28 13:55:19 +00:00
|
|
|
|
{
|
2024-07-11 15:06:47 +00:00
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (pickAbleTemplate.Picked)
|
|
|
|
|
{
|
|
|
|
|
//If the pickables are picked up, the label is not displayed.
|
|
|
|
|
//如果可拾捡物被捡起了,那么不显示标签。
|
|
|
|
|
LogCat.LogWarning("pickable_picked_up");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
NodeUtils.CallDeferredReparent(node, _floatLabel);
|
|
|
|
|
var rotationDegreesNode2D = node2D.RotationDegrees;
|
|
|
|
|
var rotationDegreesNode2DAbs = Math.Abs(rotationDegreesNode2D);
|
|
|
|
|
_floatLabel.GlobalPosition = node2D.GlobalPosition;
|
|
|
|
|
_floatLabel.Position = rotationDegreesNode2DAbs > 90
|
|
|
|
|
? new Vector2(0, PromptTextDistance)
|
|
|
|
|
: new Vector2(0, -PromptTextDistance);
|
|
|
|
|
_floatLabel.RotationDegrees = 0 - rotationDegreesNode2D;
|
|
|
|
|
var label = _floatLabel.GetNode<Label>("Label");
|
|
|
|
|
|
|
|
|
|
var stringBuilder = new StringBuilder();
|
|
|
|
|
if (pickAbleTemplate.Owner is CharacterTemplate characterTemplate)
|
|
|
|
|
{
|
|
|
|
|
stringBuilder.Append(characterTemplate.ReadOnlyCharacterName);
|
|
|
|
|
stringBuilder.Append(TranslationServerUtils.Translate("de"));
|
2024-04-28 13:55:19 +00:00
|
|
|
|
}
|
2024-07-11 15:06:47 +00:00
|
|
|
|
|
|
|
|
|
stringBuilder.Append(TranslationServerUtils.Translate(pickAbleTemplate.Name));
|
|
|
|
|
label.Text = stringBuilder.ToString();
|
|
|
|
|
_floatLabel.Show();
|
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;
|
|
|
|
|
}
|
|
|
|
|
|
2024-07-11 15:06:47 +00:00
|
|
|
|
RecycleFloatLabel();
|
|
|
|
|
UpdateOperationTip();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// <para>Recycle Float Label</para>
|
|
|
|
|
/// <para>回收悬浮标签</para>
|
|
|
|
|
/// </summary>
|
|
|
|
|
private void RecycleFloatLabel()
|
|
|
|
|
{
|
|
|
|
|
if (_floatLabel == null)
|
2024-04-28 13:55:19 +00:00
|
|
|
|
{
|
2024-07-11 15:06:47 +00:00
|
|
|
|
return;
|
2024-04-28 13:55:19 +00:00
|
|
|
|
}
|
|
|
|
|
|
2024-07-11 15:06:47 +00:00
|
|
|
|
_floatLabel.Hide();
|
|
|
|
|
NodeUtils.CallDeferredReparent(this, _floatLabel);
|
2024-04-28 13:55:19 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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
|
|
|
|
}
|
|
|
|
|
}
|