Add melee weapons.
加入近战武器。
This commit is contained in:
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f313240400
commit
25ad117d6f
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@ -15,3 +15,7 @@
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scene_path: res://prefab/weapons/StaffNecromancy.tscn
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scene_path: res://prefab/weapons/StaffNecromancy.tscn
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icon_path: res://sprites/weapon/StaffNecromancy_Icon.png
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icon_path: res://sprites/weapon/StaffNecromancy_Icon.png
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max_stack_value: 1
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max_stack_value: 1
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- id: iron_axe
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scene_path: res://prefab/weapons/IronAxe.tscn
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icon_path: res://sprites/weapon/StaffNecromancy_Icon.png
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max_stack_value: 1
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@ -9,3 +9,5 @@ item_x3,三重射击法术,Triple shot spell,三重射撃術です
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item_x3_desc,使发射器一次射出三颗弹丸。,Make the launcher shoot three pellets at a time.,発射機から一度に三つの弾丸を発射させます。
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item_x3_desc,使发射器一次射出三颗弹丸。,Make the launcher shoot three pellets at a time.,発射機から一度に三つの弾丸を発射させます。
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item_resignation_certificate,离职证明,Resignation certificate,退職証明書です
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item_resignation_certificate,离职证明,Resignation certificate,退職証明書です
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item_resignation_certificate_desc,冷薄荷,感谢您在职时为公司做出的贡献。,"Cold Mint, thank you for your service to the company.",コールドミント、現役時代のご貢献ありがとうございました。
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item_resignation_certificate_desc,冷薄荷,感谢您在职时为公司做出的贡献。,"Cold Mint, thank you for your service to the company.",コールドミント、現役時代のご貢献ありがとうございました。
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item_iron_axe,铁斧子,Iron axe,鉄の斧です
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item_iron_axe_desc,铁斧子,Iron axe,鉄の斧です
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@ -62,7 +62,7 @@ ItemId = "necromancy"
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[node name="ItemMarker2D5" type="Marker2D" parent="."]
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[node name="ItemMarker2D5" type="Marker2D" parent="."]
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position = Vector2(381, 136)
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position = Vector2(381, 136)
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script = ExtResource("3_v1tlc")
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script = ExtResource("3_v1tlc")
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ItemId = "resignation_certificate"
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ItemId = "iron_axe"
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[node name="NavigationRegion2D" type="NavigationRegion2D" parent="."]
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[node name="NavigationRegion2D" type="NavigationRegion2D" parent="."]
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navigation_polygon = SubResource("NavigationPolygon_064c7")
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navigation_polygon = SubResource("NavigationPolygon_064c7")
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57
prefab/weapons/IronAxe.tscn
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57
prefab/weapons/IronAxe.tscn
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@ -0,0 +1,57 @@
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[gd_scene load_steps=7 format=3 uid="uid://g1jrthe4ojdd"]
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[ext_resource type="Script" path="res://scripts/weapon/MeleeWeapon.cs" id="1_snmy1"]
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[ext_resource type="Texture2D" uid="uid://wt50kx6bup51" path="res://sprites/weapon/StaffNecromancy.png" id="3_cm7e6"]
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[ext_resource type="AudioStream" uid="uid://cak6chjjsu7wo" path="res://sounds/fire.wav" id="4_qimud"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_obcq2"]
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size = Vector2(49, 5)
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_14m1g"]
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size = Vector2(49, 5.25)
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_2u0n7"]
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size = Vector2(102, 94)
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[node name="IronAxe" type="RigidBody2D"]
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collision_layer = 8
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collision_mask = 34
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angular_damp = -1.0
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script = ExtResource("1_snmy1")
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[node name="DamageArea2D" type="Area2D" parent="."]
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collision_layer = 8
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collision_mask = 102
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[node name="CollisionShape2D" type="CollisionShape2D" parent="DamageArea2D"]
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position = Vector2(25.5, 0.5)
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shape = SubResource("RectangleShape2D_obcq2")
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[node name="StaffOfTheUndead2" type="Sprite2D" parent="."]
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position = Vector2(30, 0)
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texture = ExtResource("3_cm7e6")
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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position = Vector2(25.5, 0.375)
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shape = SubResource("RectangleShape2D_14m1g")
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[node name="Marker2D" type="Marker2D" parent="."]
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position = Vector2(65, 0)
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[node name="AudioStreamPlayer2D" type="AudioStreamPlayer2D" parent="Marker2D"]
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stream = ExtResource("4_qimud")
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bus = &"SoundEffect"
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[node name="TipLabel" type="Label" parent="."]
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offset_left = 6.0
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offset_top = 48.0
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offset_right = 46.0
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offset_bottom = 73.0
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[node name="WeaponDamageArea" type="Area2D" parent="."]
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collision_layer = 512
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collision_mask = 0
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[node name="CollisionShape2D" type="CollisionShape2D" parent="WeaponDamageArea"]
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position = Vector2(127, 1)
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shape = SubResource("RectangleShape2D_2u0n7")
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@ -168,6 +168,7 @@ locale/translations=PackedStringArray("res://locals/DeathInfo.en.translation", "
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2d_physics/layer_7="Mob"
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2d_physics/layer_7="Mob"
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2d_physics/layer_8="Wall"
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2d_physics/layer_8="Wall"
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2d_physics/layer_9="Furniture"
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2d_physics/layer_9="Furniture"
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2d_physics/layer_10="WeaponDamageArea"
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[physics]
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[physics]
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@ -578,6 +578,11 @@ public static class Config
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/// <para>家具</para>
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/// <para>家具</para>
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/// </summary>
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/// </summary>
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public const int Furniture = 9;
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public const int Furniture = 9;
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/// <summary>
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/// <para>WeaponDamageArea</para>
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/// <para>武器伤害区域</para>
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/// </summary>
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public const int WeaponDamageArea = 10;
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}
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}
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/// <summary>
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/// <summary>
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@ -94,6 +94,12 @@ public static class LogCat
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/// <para>物品生成器</para>
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/// <para>物品生成器</para>
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/// </summary>
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/// </summary>
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public const string ItemSpawn = "ItemSpawn";
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public const string ItemSpawn = "ItemSpawn";
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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 const string MeleeWeapon = "MeleeWeapon";
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}
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}
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115
scripts/weapon/MeleeWeapon.cs
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115
scripts/weapon/MeleeWeapon.cs
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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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public override void _Ready()
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{
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base._Ready();
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LogCat.Log("ready", LogCat.LogLabel.MeleeWeapon);
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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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LogCat.Log("success", LogCat.LogLabel.MeleeWeapon);
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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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