Recoil is calculated only after successful firing.
仅在成功开火后计算后座力。
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@ -114,3 +114,5 @@ log_exit_the_screen,退出屏幕。,Exit screen,画面を終了します。
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log_failed_to_create_room_preview,创建{0}的房间预览图失败。,Failed to create a room preview of the {0}.,{0}の部屋のプレビューを作成できませんでした。
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log_generated_item_is_empty,生成的物品{0}是空的吗{1}。,Generated item {0} is empty {1}.,生成したアイテム{0}は空ですか{1}。
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log_projectile_generate_magic_is_null,没有装填可提供抛射体的法术。,There is no reload spell that provides projectiles.,射出体を提供するスペルを装填していません。
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log_projectile_scene_is_null,抛射体场景为空。,Projectile scene is empty.,射出体は空です。
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log_projectile_is_null,抛射体为空。,Projectile scene is empty.,射出シーンは空です。
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@ -4,3 +4,8 @@ slogan_1,Kawaii!,Kawaii!,Kawaii!
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slogan_2,魔法是想象的世界。,Magic is an imaginary world.,魔法は想像の世界です。
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slogan_3,也试试《Minecraft》!,Also try 'Minecraft'!,「Minecraft」もやってみて!
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slogan_4,也试试《Terraria》!,Also try 'Terraria'!,「Terraria」もやってみて!
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slogan_5,也试试《Terraria》!,Also try 'Terraria'!,「Terraria」もやってみて!
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slogan_6,游戏在bug上运行。,The game runs on a bug.,ゲームはバグで動作します。
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slogan_7,こんにちは!,こんにちは!,こんにちは!
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slogan_7,你好!,你好!,你好!
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slogan_7,Hello!,Hello!,Hello!
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@ -182,29 +182,29 @@ public partial class ProjectileWeapon : WeaponTemplate
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}
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}
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protected override void DoFire(Node2D? owner, Vector2 enemyGlobalPosition)
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protected override bool DoFire(Node2D? owner, Vector2 enemyGlobalPosition)
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{
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if (owner == null)
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{
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LogCat.LogError("owner_is_null");
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return;
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return false;
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}
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if (_marker2D == null)
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{
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LogCat.LogError("marker2d_is_null");
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return;
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return false;
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}
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if (GameSceneDepend.ProjectileContainer == null)
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{
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LogCat.LogError("projectile_container_is_null");
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return;
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return false;
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}
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if (_spellProjectileIndexes.Count == 0)
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{
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LogCat.LogError("projectile_generate_magic_is_null");
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return;
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return false;
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}
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var spellScope = GetSpellScope();
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//The final spell is a projectile generator.
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@ -213,7 +213,8 @@ public partial class ProjectileWeapon : WeaponTemplate
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var packedScene = spellProjectile.GetProjectile();
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if (packedScene == null)
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{
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return;
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LogCat.LogError("projectile_scene_is_null");
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return false;
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}
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for (var i = spellScope[0]; i <= spellScope[1]; i++)
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{
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@ -223,7 +224,11 @@ public partial class ProjectileWeapon : WeaponTemplate
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for (var i = 0; i < NumberOfProjectiles; i++)
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{
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var projectile = NodeUtils.InstantiatePackedScene<Projectile>(packedScene);
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if (projectile == null) return;
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if (projectile == null)
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{
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LogCat.LogError("projectile_is_null");
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return false;
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}
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for (var s = spellScope[0]; s <= spellScope[1]; s++)
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{
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var spell = _spells[s];
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@ -241,5 +246,6 @@ public partial class ProjectileWeapon : WeaponTemplate
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var spell = _spells[i];
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spell.RestoreWeapon(this);
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}
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return true;
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}
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}
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@ -86,11 +86,11 @@ public abstract partial class WeaponTemplate : PickAbleTemplate
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{
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return;
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}
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var result = DoFire(owner, enemyGlobalPosition);
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if (result)
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{
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if (owner is CharacterTemplate characterTemplate)
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{
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//We check the recoil of the weapon before each firing.
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//我们在每次开火之前,检查武器的后坐力。
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if (_recoilStrength != 0)
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{
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characterTemplate.AddForce(enemyGlobalPosition.DirectionTo(characterTemplate.GlobalPosition) * _recoilStrength * Config.CellSize);
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@ -98,7 +98,7 @@ public abstract partial class WeaponTemplate : PickAbleTemplate
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}
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_audioStreamPlayer2D?.Play();
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DoFire(owner, enemyGlobalPosition);
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}
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_lastFiringTime = nowTime;
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}
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@ -106,5 +106,9 @@ public abstract partial class WeaponTemplate : PickAbleTemplate
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/// <para>Execute fire</para>
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/// <para>执行开火</para>
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/// </summary>
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protected abstract void DoFire(Node2D? owner, Vector2 enemyGlobalPosition);
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/// <returns>
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///<para>Return Is the fire successful?</para>
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///<para>返回是否成功开火?</para>
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/// </returns>
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protected abstract bool DoFire(Node2D? owner, Vector2 enemyGlobalPosition);
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}
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