Modifies the return value of the damage Api to whether fatal damage has been inflicted. Add the projectile decorator.
修改伤害Api的返回值为是否造成了致命伤害。加入抛射体装饰器。
This commit is contained in:
parent
e54b62cb82
commit
bac2ae1992
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@ -502,8 +502,8 @@ public partial class CharacterTemplate : CharacterBody2D
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///<para>伤害模板</para>
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/// </param>
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/// <returns>
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///<para>Return whether the damage was done successfully</para>
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///<para>返回是否成功造成了伤害</para>
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///<para>Return whether the character is dead</para>
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///<para>返回本次伤害是否导致角色死亡。</para>
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/// </returns>
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public bool Damage(DamageTemplate damageTemplate)
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{
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@ -517,12 +517,10 @@ public partial class CharacterTemplate : CharacterBody2D
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//角色死亡
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OnDie(damageTemplate);
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ThrowAllItemOnDie();
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return true;
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}
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UpDataHealthBar();
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return true;
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return false;
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}
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/// <summary>
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@ -1,6 +1,5 @@
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using System.Collections.Generic;
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using System.Linq;
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using ColdMint.scripts.utils;
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namespace ColdMint.scripts.loot;
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@ -9,7 +8,7 @@ namespace ColdMint.scripts.loot;
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/// <para>Loot entry</para>
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/// <para>战利品条目</para>
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/// </summary>
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public readonly struct LootEntry(string itemId,int minQuantity=1,int maxQuantity = 1,int weight = 1)
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public readonly struct LootEntry(string itemId, int minQuantity = 1, int maxQuantity = 1, int weight = 1)
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{
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/// <summary>
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/// <para>ID of item</para>
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@ -40,8 +39,14 @@ public readonly struct LootEntry(string itemId,int minQuantity=1,int maxQuantity
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/// <para>Loot Group</para>
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/// <para>战利品分组</para>
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/// </summary>
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/// <param name="Chance"></param>
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/// <param name="Entries"></param>
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/// <param name="Chance">
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///<para>Chance</para>
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///<para>概率</para>
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/// </param>
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/// <param name="Entries">
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///<para>Entries</para>
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///<para>条目列表</para>
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/// </param>
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public readonly record struct LootGroup(double Chance, IEnumerable<LootEntry> Entries)
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{
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private int WeightSum { get; } = Entries.Sum(entry => entry.Weight);
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@ -61,6 +66,6 @@ public readonly record struct LootGroup(double Chance, IEnumerable<LootEntry> En
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var quantity = random.Next(entry.MinQuantity, entry.MaxQuantity + 1);
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return new(entry.ItemId, quantity);
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return new LootDatum(entry.ItemId, quantity);
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}
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}
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@ -10,19 +10,17 @@ public static class LootRegister
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/// </summary>
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public static void StaticRegister()
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{
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//Register the test using the loot table
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//注册测试使用的战利品表
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if (Config.IsDebug())
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{
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IList<LootGroup> lootGroups = [];
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lootGroups.Add(new LootGroup(0.8,
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List<LootGroup> lootGroups =
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[
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new LootEntry("degraded_staff_of_the_undead", weight: 2), new LootEntry("staff_of_the_undead")
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]));
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lootGroups.Add(new LootGroup(1,
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[
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new LootEntry("packsack", minQuantity: 2, maxQuantity: 4)
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]));
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new LootGroup(0.8,
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[
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new LootEntry("staff_necromancy"),
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])
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];
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var testLootList = new LootList(Config.LootListId.Test, lootGroups);
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LootListManager.RegisterLootList(testLootList);
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}
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@ -1,3 +1,317 @@
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using System;
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using System.Collections.Generic;
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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.inventory;
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using ColdMint.scripts.pickable;
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using ColdMint.scripts.projectile.decorator;
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using Godot;
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namespace ColdMint.scripts.projectile;
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public partial class Projectile : ProjectileTemplate;
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/// <summary>
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/// <para>Projectile</para>
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/// <para>抛射体</para>
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/// </summary>
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public partial class Projectile : CharacterBody2D
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{
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private long _life;
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//The durability of the projectile
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//抛射体的耐久度
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//When the projectile hits the object, the durability will be reduced, and when the durability is less than or equal to 0, the projectile will be destroyed
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//当抛射体撞击到物体时,会减少耐久度,当耐久度小于等于0时,销毁抛射体
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private double _durability;
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private int _maxDamage;
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private int _minDamage;
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private int _damageType;
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/// <summary>
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/// <para>After this time destroy the projectile</para>
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/// <para>超过此时刻销毁抛射体</para>
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/// </summary>
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private DateTime? _destructionTime;
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/// <summary>
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/// <para>The impact area of the bullet</para>
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/// <para>子弹的碰撞区域</para>
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/// </summary>
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private Area2D? _area2D;
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/// <summary>
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/// <para>knockback</para>
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/// <para>击退</para>
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/// </summary>
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/// <remarks>
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///<para>How much force does it have when hitting the character? Unit: Number of cells,The X direction of the force is inferred automatically.</para>
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///<para>当击中角色时带有多大的力?单位:格数,力的X方向是自动推断的。</para>
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/// </remarks>
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private Vector2 _knockbackForce;
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public float Speed => GetMeta("Speed", "15").AsSingle();
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private List<IProjectileDecorator>? _projectileDecorators;
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/// <summary>
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/// <para>The master of the weapon</para>
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/// <para>武器的主人</para>
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/// </summary>
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public new Node2D? Owner { get; set; }
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public override void _Ready()
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{
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//The bullet's impact detection area
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//子弹的碰撞检测区域
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_area2D = GetNode<Area2D>("CollisionDetectionArea");
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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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_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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_life = GetMeta("Life", "10000").AsInt64();
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//If the existence time is less than or equal to 0, then it is set to exist for 10 seconds, and projectiles that exist indefinitely are prohibited
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//如果存在时间小于等于0,那么设置为存在10秒,禁止无限期存在的抛射体
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if (_life <= 0)
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{
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_life = 10000;
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}
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_destructionTime = DateTime.Now.AddMilliseconds(_life);
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}
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/// <summary>
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/// <para>Add decorator</para>
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/// <para>添加装饰器</para>
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/// </summary>
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/// <param name="decorator">
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///<para>decorator</para>
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///<para>装饰器</para>
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/// </param>
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public void AddProjectileDecorator(IProjectileDecorator decorator)
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{
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_projectileDecorators ??= [];
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_projectileDecorators.Add(decorator);
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}
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/// <summary>
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/// <para>Remove decorator</para>
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/// <para>移除装饰器</para>
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/// </summary>
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/// <param name="decorator">
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///<para>decorator</para>
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///<para>装饰器</para>
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/// </param>
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/// <returns></returns>
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public bool RemoveProjectileDecorator(IProjectileDecorator decorator)
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{
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return _projectileDecorators?.Remove(decorator) ?? false;
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}
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/// <summary>
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/// <para>Detect whether harm is allowed</para>
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/// <para>检测是否允许造成伤害</para>
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/// </summary>
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/// <param name="owner"></param>
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/// <param name="target"></param>
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/// <returns></returns>
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private bool CanCauseHarm(Node2D? owner, Node2D target)
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{
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//We must know who the owner of the bullet is in order to determine whether it should cause damage or not
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//我们必须知道子弹的主人是谁,才能判断是否应该造成伤害
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if (owner == null)
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{
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return false;
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}
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if (owner is not CharacterTemplate ownerCharacterTemplate)
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{
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return false;
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}
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if (target is TileMapLayer)
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{
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//When we hit the tile, we return true to prevent the bullet from penetrating the tile.
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//撞击到瓦片时,我们返回true,是为了防止子弹穿透瓦片。
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return true;
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}
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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)
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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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return true;
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}
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if (target is not CharacterTemplate characterTemplate)
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{
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return false;
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}
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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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return canCauseHarm;
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}
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/// <summary>
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/// <para>Executive injury treatment</para>
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/// <para>执行伤害处理</para>
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/// </summary>
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/// <param name="owner"></param>
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/// <param name="target"></param>
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private void DoDamage(Node2D? owner, Node2D target)
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{
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if (target is CharacterTemplate characterTemplate)
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{
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//Allow damage to be caused
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//允许造成伤害
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var damage = new Damage
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{
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Attacker = owner,
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MaxDamage = _maxDamage,
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MinDamage = _minDamage
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};
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damage.CreateDamage();
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damage.MoveLeft = Velocity.X < 0;
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damage.Type = _damageType;
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var dead = characterTemplate.Damage(damage);
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if (dead)
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{
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//If the character is dead, then call OnKillCharacter
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//如果角色死亡了,那么调用OnKillCharacter
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InvokeDecorators(decorator => { decorator.OnKillCharacter(); });
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}
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if (_knockbackForce != Vector2.Zero)
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{
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//If we set the attack force, then apply the force to the object
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//如果我们设置了攻退力,那么将力应用到对象上
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var force = new Vector2();
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var forceX = Math.Abs(_knockbackForce.X);
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if (Velocity.X < 0)
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{
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//Beat back to port
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//向左击退
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forceX = -forceX;
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}
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force.X = forceX * Config.CellSize;
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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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}
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else if (target is PickAbleTemplate pickAbleTemplate)
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{
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if (_knockbackForce != Vector2.Zero)
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{
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//If we set the attack force, then apply the force to the object
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//如果我们设置了攻退力,那么将力应用到对象上
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var force = new Vector2();
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var forceX = Math.Abs(_knockbackForce.X);
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if (Velocity.X < 0)
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{
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//Beat back to port
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//向左击退
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forceX = -forceX;
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}
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force.X = forceX * Config.CellSize;
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force.Y = _knockbackForce.Y * Config.CellSize;
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pickAbleTemplate.ApplyImpulse(force);
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}
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}
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}
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/// <summary>
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/// <para>Call the method of the decorator</para>
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/// <para>调用装饰器的方法</para>
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/// </summary>
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/// <param name="projectileDecoratorAction"></param>
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private void InvokeDecorators(Action<IProjectileDecorator> projectileDecoratorAction)
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{
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if (_projectileDecorators == null)
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{
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return;
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}
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foreach (var decorator in _projectileDecorators)
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{
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projectileDecoratorAction(decorator);
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}
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}
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/// <summary>
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/// <para>When the bullet is in contact with the node</para>
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/// <para>当子弹与节点接触时</para>
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/// </summary>
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/// <param name="node"></param>
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protected virtual void OnBodyEnter(Node2D node)
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{
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//Here we test whether harm is allowed, notice that for TileMap, we directly allow harm.
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//这里我们检测是否允许造成伤害,注意对于TileMap,我们直接允许造成伤害。
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var canCauseHarm = CanCauseHarm(Owner, node);
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if (!canCauseHarm)
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{
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return;
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}
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DoDamage(Owner, node);
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//Please specify in the Mask who the bullet will collide with
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//请在Mask内配置子弹会和谁碰撞
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//When a bullet hits an object, its durability decreases
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//子弹撞击到物体时,耐久度减少
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_durability--;
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if (_durability <= 0)
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{
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//When the durability is less than or equal to 0, destroy the bullet
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//当耐久度小于等于0时,销毁子弹
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QueueFree();
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}
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}
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/// <summary>
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/// <para>When the bullet leaves the node</para>
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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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/// <summary>
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/// <para>When beyond the time of existence</para>
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/// <para>当超过存在时间</para>
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/// </summary>
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private void OnTimeOut()
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{
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QueueFree();
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}
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public override void _Process(double delta)
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{
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//If the existence time is exceeded, the projectile is destroyed
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//如果超过了存在时间,那么销毁抛射体
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if (DateTime.Now >= _destructionTime)
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{
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OnTimeOut();
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}
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}
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public override void _PhysicsProcess(double delta)
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{
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MoveAndSlide();
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}
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}
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@ -1,260 +0,0 @@
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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.inventory;
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using ColdMint.scripts.pickable;
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using Godot;
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namespace ColdMint.scripts.projectile;
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/// <summary>
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/// <para>Projectile template</para>
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/// <para>抛射体模板</para>
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/// </summary>
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public partial class ProjectileTemplate : CharacterBody2D
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{
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private long _life;
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//The durability of the projectile
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//抛射体的耐久度
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//When the projectile hits the object, the durability will be reduced, and when the durability is less than or equal to 0, the projectile will be destroyed
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//当抛射体撞击到物体时,会减少耐久度,当耐久度小于等于0时,销毁抛射体
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private double _durability;
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private int _maxDamage;
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private int _minDamage;
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private int _damageType;
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/// <summary>
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/// <para>After this time destroy the projectile</para>
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/// <para>超过此时刻销毁抛射体</para>
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/// </summary>
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private DateTime? _destructionTime;
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/// <summary>
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/// <para>The impact area of the bullet</para>
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/// <para>子弹的碰撞区域</para>
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/// </summary>
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private Area2D? _area2D;
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/// <summary>
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/// <para>knockback</para>
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/// <para>击退</para>
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/// </summary>
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/// <remarks>
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///<para>How much force does it have when hitting the character? Unit: Number of cells,The X direction of the force is inferred automatically.</para>
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///<para>当击中角色时带有多大的力?单位:格数,力的X方向是自动推断的。</para>
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/// </remarks>
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private Vector2 _knockbackForce;
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public float Speed => GetMeta("Speed", "15").AsSingle();
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|
||||
/// <summary>
|
||||
/// <para>The master of the weapon</para>
|
||||
/// <para>武器的主人</para>
|
||||
/// </summary>
|
||||
public new Node2D? Owner { get; set; }
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
//The bullet's impact detection area
|
||||
//子弹的碰撞检测区域
|
||||
_area2D = GetNode<Area2D>("CollisionDetectionArea");
|
||||
_area2D.Monitoring = true;
|
||||
_area2D.BodyEntered += OnBodyEnter;
|
||||
_area2D.BodyExited += OnBodyExited;
|
||||
_durability = GetMeta("Durability", "1").AsDouble();
|
||||
_maxDamage = GetMeta("MaxDamage", "7").AsInt32();
|
||||
_minDamage = GetMeta("MinDamage", "5").AsInt32();
|
||||
_damageType = GetMeta("DamageType", Config.DamageType.Physical).AsInt32();
|
||||
_knockbackForce = GetMeta("Knockback", Vector2.Zero).AsVector2();
|
||||
//life(ms)
|
||||
//子弹的存在时间(毫秒)
|
||||
_life = GetMeta("Life", "10000").AsInt64();
|
||||
//If the existence time is less than or equal to 0, then it is set to exist for 10 seconds, and projectiles that exist indefinitely are prohibited
|
||||
//如果存在时间小于等于0,那么设置为存在10秒,禁止无限期存在的抛射体
|
||||
if (_life <= 0)
|
||||
{
|
||||
_life = 10000;
|
||||
}
|
||||
|
||||
_destructionTime = DateTime.Now.AddMilliseconds(_life);
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// <para>Detect whether harm is allowed</para>
|
||||
/// <para>检测是否允许造成伤害</para>
|
||||
/// </summary>
|
||||
/// <param name="owner"></param>
|
||||
/// <param name="target"></param>
|
||||
/// <returns></returns>
|
||||
private bool CanCauseHarm(Node2D? owner, Node2D target)
|
||||
{
|
||||
//We must know who the owner of the bullet is in order to determine whether it should cause damage or not
|
||||
//我们必须知道子弹的主人是谁,才能判断是否应该造成伤害
|
||||
if (owner == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (owner is not CharacterTemplate ownerCharacterTemplate)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (target is TileMapLayer)
|
||||
{
|
||||
//When we hit the tile, we return true to prevent the bullet from penetrating the tile.
|
||||
//撞击到瓦片时,我们返回true,是为了防止子弹穿透瓦片。
|
||||
return true;
|
||||
}
|
||||
|
||||
//Match any item now
|
||||
//现在使它识别任何物品
|
||||
if (target is IItem)
|
||||
{
|
||||
//Bullets are allowed to strike objects.
|
||||
//允许子弹撞击物品。
|
||||
return true;
|
||||
}
|
||||
|
||||
if (target is not CharacterTemplate characterTemplate)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
//First get the owner's camp and compare it with the target camp
|
||||
//先获取主人的阵营与目标阵营进行比较
|
||||
var canCauseHarm = CampManager.CanCauseHarm(CampManager.GetCamp(ownerCharacterTemplate.CampId),
|
||||
CampManager.GetCamp(characterTemplate.CampId));
|
||||
return canCauseHarm;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// <para>Executive injury treatment</para>
|
||||
/// <para>执行伤害处理</para>
|
||||
/// </summary>
|
||||
/// <param name="owner"></param>
|
||||
/// <param name="target"></param>
|
||||
private void DoDamage(Node2D? owner, Node2D target)
|
||||
{
|
||||
if (target is CharacterTemplate characterTemplate)
|
||||
{
|
||||
//Allow damage to be caused
|
||||
//允许造成伤害
|
||||
var damage = new Damage
|
||||
{
|
||||
Attacker = owner,
|
||||
MaxDamage = _maxDamage,
|
||||
MinDamage = _minDamage
|
||||
};
|
||||
damage.CreateDamage();
|
||||
damage.MoveLeft = Velocity.X < 0;
|
||||
damage.Type = _damageType;
|
||||
characterTemplate.Damage(damage);
|
||||
if (_knockbackForce != Vector2.Zero)
|
||||
{
|
||||
//If we set the attack force, then apply the force to the object
|
||||
//如果我们设置了攻退力,那么将力应用到对象上
|
||||
var force = new Vector2();
|
||||
var forceX = Math.Abs(_knockbackForce.X);
|
||||
if (Velocity.X < 0)
|
||||
{
|
||||
//Beat back to port
|
||||
//向左击退
|
||||
forceX = -forceX;
|
||||
}
|
||||
|
||||
force.X = forceX * Config.CellSize;
|
||||
force.Y = _knockbackForce.Y * Config.CellSize;
|
||||
characterTemplate.AddForce(force);
|
||||
}
|
||||
}
|
||||
else if (target is PickAbleTemplate pickAbleTemplate)
|
||||
{
|
||||
if (_knockbackForce != Vector2.Zero)
|
||||
{
|
||||
//If we set the attack force, then apply the force to the object
|
||||
//如果我们设置了攻退力,那么将力应用到对象上
|
||||
var force = new Vector2();
|
||||
var forceX = Math.Abs(_knockbackForce.X);
|
||||
if (Velocity.X < 0)
|
||||
{
|
||||
//Beat back to port
|
||||
//向左击退
|
||||
forceX = -forceX;
|
||||
}
|
||||
|
||||
force.X = forceX * Config.CellSize;
|
||||
force.Y = _knockbackForce.Y * Config.CellSize;
|
||||
pickAbleTemplate.ApplyImpulse(force);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// <para>When the bullet is in contact with the node</para>
|
||||
/// <para>当子弹与节点接触时</para>
|
||||
/// </summary>
|
||||
/// <param name="node"></param>
|
||||
protected virtual void OnBodyEnter(Node2D node)
|
||||
{
|
||||
//Here we test whether harm is allowed, notice that for TileMap, we directly allow harm.
|
||||
//这里我们检测是否允许造成伤害,注意对于TileMap,我们直接允许造成伤害。
|
||||
var canCauseHarm = CanCauseHarm(Owner, node);
|
||||
if (!canCauseHarm)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
DoDamage(Owner, node);
|
||||
//Please specify in the Mask who the bullet will collide with
|
||||
//请在Mask内配置子弹会和谁碰撞
|
||||
//When a bullet hits an object, its durability decreases
|
||||
//子弹撞击到物体时,耐久度减少
|
||||
_durability--;
|
||||
if (_durability <= 0)
|
||||
{
|
||||
//When the durability is less than or equal to 0, destroy the bullet
|
||||
//当耐久度小于等于0时,销毁子弹
|
||||
QueueFree();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// <para>When the bullet leaves the node</para>
|
||||
/// <para>当子弹离开节点时</para>
|
||||
/// </summary>
|
||||
/// <param name="node"></param>
|
||||
protected virtual void OnBodyExited(Node2D node)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// <para>When beyond the time of existence</para>
|
||||
/// <para>当超过存在时间</para>
|
||||
/// </summary>
|
||||
private void OnTimeOut()
|
||||
{
|
||||
QueueFree();
|
||||
}
|
||||
|
||||
public override void _Process(double delta)
|
||||
{
|
||||
//If the existence time is exceeded, the projectile is destroyed
|
||||
//如果超过了存在时间,那么销毁抛射体
|
||||
if (DateTime.Now >= _destructionTime)
|
||||
{
|
||||
OnTimeOut();
|
||||
}
|
||||
}
|
||||
|
||||
public override void _PhysicsProcess(double delta)
|
||||
{
|
||||
MoveAndSlide();
|
||||
}
|
||||
}
|
18
scripts/projectile/decorator/IProjectileDecorator.cs
Normal file
18
scripts/projectile/decorator/IProjectileDecorator.cs
Normal file
|
@ -0,0 +1,18 @@
|
|||
namespace ColdMint.scripts.projectile.decorator;
|
||||
|
||||
/// <summary>
|
||||
/// <para>Projectile decorator</para>
|
||||
/// <para>抛射体装饰</para>
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
///<para>Decorator mode is a structural mode, which can add special features to the projectile.</para>
|
||||
///<para>装饰模式是一种结构性模式,可以将一种抛射体的特殊功能添加到抛射体上。</para>
|
||||
/// </remarks>
|
||||
public interface IProjectileDecorator
|
||||
{
|
||||
/// <summary>
|
||||
/// <para>When the character is killed by this projectile</para>
|
||||
/// <para>当角色被此抛射体击杀时</para>
|
||||
/// </summary>
|
||||
void OnKillCharacter();
|
||||
}
|
|
@ -61,7 +61,7 @@ public partial class ProjectileWeapon : WeaponTemplate
|
|||
//获取第一个抛射体
|
||||
var projectileScene = ProjectileScenes[0];
|
||||
// var projectileScene = _projectileCache[_projectiles[0]];
|
||||
var projectile = NodeUtils.InstantiatePackedScene<ProjectileTemplate>(projectileScene);
|
||||
var projectile = NodeUtils.InstantiatePackedScene<Projectile>(projectileScene);
|
||||
if (projectile == null) return;
|
||||
NodeUtils.CallDeferredAddChild(GameSceneNodeHolder.ProjectileContainer, projectile);
|
||||
projectile.Owner = owner;
|
||||
|
|
Loading…
Reference in New Issue
Block a user