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@ -485,8 +485,8 @@ public partial class CharacterTemplate : CharacterBody2D
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/// <param name="lootDataArray"></param>
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/// <param name="position"></param>
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public void GenerateLootObjects(Node parentNode,
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LootData[] lootDataArray,
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Vector2 position)
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LootData[] lootDataArray,
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Vector2 position)
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{
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LootListManager.GenerateLootObjects(parentNode, lootDataArray, position);
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}
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@ -617,8 +617,8 @@ public partial class CharacterTemplate : CharacterBody2D
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/// <para>抛出物品</para>
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/// </summary>
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/// <param name="index">
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///<para>Item slot subscript in item container</para>
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///<para>物品容器内的物品槽下标</para>
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///<para>Item slot index in item container</para>
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///<para>物品容器内的物品槽位置</para>
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/// </param>
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/// <param name="number">
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/// <para>How many to throw</para>
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@ -633,8 +633,41 @@ public partial class CharacterTemplate : CharacterBody2D
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protected void ThrowItem(int index, int number, Vector2 velocity)
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{
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var itemSlotNode = ItemContainer?.GetItemSlotNode(index);
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if (itemSlotNode is null) return;
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var item = itemSlotNode?.GetItem();
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if (number < 0)
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{
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while (!itemSlotNode.IsEmpty())
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{
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ThrowOneItem(itemSlotNode, velocity);
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}
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}
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else
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{
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for (int i = 0; i < number && !itemSlotNode.IsEmpty(); i++)
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{
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ThrowOneItem(itemSlotNode, velocity);
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}
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}
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}
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/// <summary>
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/// <para>Throw item</para>
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/// <para>抛出物品</para>
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/// </summary>
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/// <param name="index">
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///<para>Item slot index in item container</para>
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///<para>物品容器内的物品槽位置</para>
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/// </param>
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/// <param name="velocity">
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///<para>The speed to be applied to the item</para>
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///<para>要施加到物品上的速度</para>
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/// </param>
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protected void ThrowOneItem(ItemSlotNode itemSlotNode, Vector2 velocity)
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{
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//Pick an item from the item container
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//从物品容器内取出一个物品
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var item = itemSlotNode?.PickItem();
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if (item is not Node2D node2D)
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{
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@ -685,17 +718,6 @@ public partial class CharacterTemplate : CharacterBody2D
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rigidBody2D.LinearVelocity = velocity;
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break;
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}
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//Remove items from the item container
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//在物品容器内移除物品
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if (number < 0)
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{
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itemSlotNode!.RemoveItem(item.Quantity);
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}
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else
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{
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itemSlotNode!.RemoveItem(number);
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}
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}
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/// <summary>
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@ -37,6 +37,8 @@ public partial class ItemSlotNode : MarginContainer
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public TextureRect? BackgroundTextureRect => _backgroundTextureRect;
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public bool IsEmpty() => _itemStack == null;
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/// <summary>
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/// <para>Get the item stack in the item slot</para>
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/// <para>获取物品槽内的物品堆</para>
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@ -27,7 +27,7 @@ public class SingleItemStack(IItem_New item) : IItemStack
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public int CanTakeFrom(IItemStack itemStack) => 0;
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public int TakeFrom(IItemStack itemStack) => 0;
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public bool TakeFrom(IItemStack itemStack) => false;
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public IItem_New? GetItem()
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{
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@ -35,6 +35,11 @@ public abstract partial class WeaponTemplate : RigidBody2D, IItem_New
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Fire(owner, targetGlobalPosition);
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}
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public virtual void Destroy()
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{
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QueueFree();
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}
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/// <summary>
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/// <para>Whether the weapon is currently picked up</para>
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@ -1,8 +1,11 @@
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using System;
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using ColdMint.scripts.camp;
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using ColdMint.scripts.character;
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using ColdMint.scripts.damage;
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using ColdMint.scripts.weapon;
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using ColdMint.scripts.item;
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using ColdMint.scripts.item.weapon;
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using Godot;
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namespace ColdMint.scripts.projectile;
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@ -64,10 +67,10 @@ public partial class ProjectileTemplate : CharacterBody2D
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Area2D.Monitoring = true;
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Area2D.BodyEntered += OnBodyEnter;
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Area2D.BodyExited += OnBodyExited;
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Durability = GetMeta("Durability", "1").AsDouble();
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MaxDamage = GetMeta("MaxDamage", "7").AsInt32();
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MinDamage = GetMeta("MinDamage", "5").AsInt32();
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DamageType = GetMeta("DamageType", Config.DamageType.Physical).AsInt32();
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Durability = GetMeta("Durability", "1").AsDouble();
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MaxDamage = GetMeta("MaxDamage", "7").AsInt32();
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MinDamage = GetMeta("MinDamage", "5").AsInt32();
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DamageType = GetMeta("DamageType", Config.DamageType.Physical).AsInt32();
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KnockbackForce = GetMeta("Knockback", Vector2.Zero).AsVector2();
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//life(ms)
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//子弹的存在时间(毫秒)
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@ -111,7 +114,9 @@ public partial class ProjectileTemplate : CharacterBody2D
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return true;
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}
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if (target is WeaponTemplate)
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//Match any item now
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//现在使它识别任何物品
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if (target is IItem_New)
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{
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//Bullets are allowed to strike objects.
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//允许子弹撞击物品。
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@ -126,7 +131,7 @@ public partial class ProjectileTemplate : CharacterBody2D
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//First get the owner's camp and compare it with the target camp
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//先获取主人的阵营与目标阵营进行比较
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var canCauseHarm = CampManager.CanCauseHarm(CampManager.GetCamp(ownerCharacterTemplate.CampId),
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CampManager.GetCamp(characterTemplate.CampId));
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CampManager.GetCamp(characterTemplate.CampId));
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return canCauseHarm;
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}
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@ -169,7 +174,8 @@ public partial class ProjectileTemplate : CharacterBody2D
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force.Y = KnockbackForce.Y * Config.CellSize;
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characterTemplate.AddForce(force);
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}
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}else if (target is WeaponTemplate weaponTemplate)
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}
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else if (target is WeaponTemplate weaponTemplate)
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{
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if (KnockbackForce != Vector2.Zero)
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{
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@ -225,9 +231,7 @@ public partial class ProjectileTemplate : CharacterBody2D
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/// <para>当子弹离开节点时</para>
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/// </summary>
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/// <param name="node"></param>
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protected virtual void OnBodyExited(Node2D node)
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{
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}
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protected virtual void OnBodyExited(Node2D node) { }
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/// <summary>
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@ -2,7 +2,7 @@
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using ColdMint.scripts.debug;
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using ColdMint.scripts.weapon;
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using ColdMint.scripts.item.weapon;
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using Godot;
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namespace ColdMint.scripts.utils;
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