2024-04-28 13:55:19 +00:00
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using System.Collections.Generic;
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using ColdMint.scripts.debug;
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using ColdMint.scripts.projectile;
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using Godot;
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namespace ColdMint.scripts.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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2024-04-28 13:55:19 +00:00
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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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2024-05-08 10:22:04 +00:00
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private Marker2D? _marker2D;
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/// <summary>
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/// <para>List of projectiles</para>
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/// <para>抛射体列表</para>
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/// </summary>
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private string[]? _projectiles;
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private Dictionary<string, PackedScene>? _projectileCache;
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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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_projectileCache = new Dictionary<string, PackedScene>();
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_projectiles = GetMeta("Projectiles", "").AsStringArray();
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foreach (var projectileItem in _projectiles)
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{
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var packedScene = GD.Load<PackedScene>(projectileItem);
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if (packedScene == null)
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{
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continue;
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}
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_projectileCache.Add(projectileItem, packedScene);
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}
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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 (_projectileCache == null || _projectiles == null || owner == null || _projectileContainer == null ||
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_marker2D == null)
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{
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return;
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}
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if (_projectiles.IsEmpty())
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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 = _projectileCache[_projectiles[0]];
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var projectile = projectileScene.Instantiate() as ProjectileTemplate;
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if (projectile != null)
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{
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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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_projectileContainer.AddChild(projectile);
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}
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}
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