The projectile weapon allows the projectile queue to be fired sequentially.
抛射体武器,允许循序发射抛射体队列了。
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@ -34,6 +34,7 @@ collision_layer = 64
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collision_mask = 38
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script = ExtResource("1_ubaid")
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CharacterName = "character_evil_crow"
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CanMutateAfterDeath = false
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MaxHp = 50
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CampId = "Mazoku"
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39
prefab/projectile/Catapult.tscn
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39
prefab/projectile/Catapult.tscn
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@ -0,0 +1,39 @@
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[gd_scene load_steps=5 format=3 uid="uid://bdxgx5vcof8em"]
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[ext_resource type="Script" path="res://scripts/projectile/Projectile.cs" id="1_ib3qh"]
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[ext_resource type="Texture2D" uid="uid://b1twcink38sh0" path="res://sprites/Player.png" id="2_dxg46"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_dgro2"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_8117d"]
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radius = 11.0
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[node name="curseOfTheUndead" type="CharacterBody2D"]
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collision_layer = 0
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collision_mask = 0
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script = ExtResource("1_ib3qh")
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Life = 5000
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Durability = 1.0
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MaxDamage = 3
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MinDamage = 10
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DamageType = 2
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KnockbackForce = Vector2(2, -3)
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Speed = 500.0
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource("CircleShape2D_dgro2")
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[node name="CollisionDetectionArea" type="Area2D" parent="."]
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collision_layer = 16
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collision_mask = 78
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[node name="CollisionShape2D" type="CollisionShape2D" parent="CollisionDetectionArea"]
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shape = SubResource("CircleShape2D_8117d")
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[node name="AudioStreamPlayer2D" type="AudioStreamPlayer2D" parent="."]
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bus = &"SoundEffect"
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area_mask = 16
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[node name="Player" type="Sprite2D" parent="."]
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scale = Vector2(0.3, 0.3)
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texture = ExtResource("2_dxg46")
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@ -1,9 +1,10 @@
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[gd_scene load_steps=8 format=3 uid="uid://dnnn2xyayiehk"]
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[gd_scene load_steps=9 format=3 uid="uid://dnnn2xyayiehk"]
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[ext_resource type="Texture2D" uid="uid://wt50kx6bup51" path="res://sprites/weapon/StaffNecromancy.png" id="1_ms3us"]
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[ext_resource type="Script" path="res://scripts/weapon/ProjectileWeapon.cs" id="1_w8hhv"]
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[ext_resource type="PackedScene" uid="uid://c01av43yk1q71" path="res://prefab/projectile/curseOfTheUndead.tscn" id="2_34250"]
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[ext_resource type="Texture2D" uid="uid://dg5vwprt66w4j" path="res://sprites/weapon/StaffNecromancy_Icon.png" id="3_31iau"]
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[ext_resource type="PackedScene" uid="uid://bdxgx5vcof8em" path="res://prefab/projectile/Catapult.tscn" id="3_hk5nr"]
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[ext_resource type="AudioStream" uid="uid://cak6chjjsu7wo" path="res://sounds/fire.wav" id="4_ffr2k"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_obcq2"]
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@ -16,16 +17,14 @@ size = Vector2(49, 5.25)
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collision_layer = 8
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collision_mask = 34
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script = ExtResource("1_w8hhv")
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ProjectileScenes = [ExtResource("2_34250")]
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ProjectileScenes = [ExtResource("2_34250"), ExtResource("3_hk5nr")]
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Sequentially = true
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FiringIntervalAsMillisecond = 300
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_recoil = null
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UniqueIcon = ExtResource("3_31iau")
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_minContactInjury = null
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_maxContactInjury = null
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[node name="DamageArea2D" type="Area2D" parent="."]
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collision_layer = 8
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collision_mask = 70
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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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@ -77,6 +77,13 @@ public partial class CharacterTemplate : CharacterBody2D
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[Export] public string? CharacterName;
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/// <summary>
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/// <para>Can mutate after death</para>
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/// <para>是否允许死后变异</para>
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/// </summary>
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[Export]
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public bool CanMutateAfterDeath { get; set; } = true;
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protected IItemContainer? ProtectedItemContainer;
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//Item containers are used to store items.
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@ -19,7 +19,8 @@ public static class LootRegister
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new LootGroup(0.8f,
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[
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new LootEntry("staff_necromancy"),
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])
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]),
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new LootGroup(1, [new LootEntry("portable_backpacks")])
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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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@ -3,7 +3,6 @@ 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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@ -142,13 +141,11 @@ public partial class Projectile : CharacterBody2D
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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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if (target is PickAbleTemplate pickAbleTemplate)
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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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//The picked-up item cannot resist the bullet.
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//被拾起的物品无法抵挡子弹。
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return !pickAbleTemplate.Picked;
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}
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if (target is not CharacterTemplate characterTemplate)
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@ -37,7 +37,7 @@ public class NodeSpawnOnKillCharacterDecorator : IProjectileDecorator
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return;
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}
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if (PackedScenePath == null || DefaultParentNode == null)
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if (PackedScenePath == null || DefaultParentNode == null || !target.CanMutateAfterDeath)
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{
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return;
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}
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@ -24,12 +24,39 @@ public partial class ProjectileWeapon : WeaponTemplate
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[Export] protected PackedScene[] ProjectileScenes { get; set; } = [];
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/// <summary>
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/// <para>Whether to launch in the order of the projectile list</para>
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/// <para>是否按照抛射体列表的循序发射</para>
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/// </summary>
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[Export]
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protected bool Sequentially { get; set; }
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private int _projectileIndex;
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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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}
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/// <summary>
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/// <para>GetNextProjectileScene</para>
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/// <para>获取下一个抛射体</para>
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/// </summary>
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/// <returns></returns>
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private PackedScene GetNextProjectileScene()
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{
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if (Sequentially)
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{
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_projectileIndex = (_projectileIndex + 1) % ProjectileScenes.Length;
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return ProjectileScenes[_projectileIndex];
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}
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else
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{
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return ProjectileScenes[RandomUtils.Instance.Next(ProjectileScenes.Length)];
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}
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}
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protected override void DoFire(Node2D? owner, Vector2 enemyGlobalPosition)
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{
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@ -50,6 +77,7 @@ public partial class ProjectileWeapon : WeaponTemplate
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LogCat.LogError("projectile_container_is_null");
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return;
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}
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//Empty list check
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//空列表检查
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if (ProjectileScenes is [])
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@ -60,8 +88,7 @@ public partial class ProjectileWeapon : WeaponTemplate
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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 = ProjectileScenes[0];
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// var projectileScene = _projectileCache[_projectiles[0]];
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var projectileScene = GetNextProjectileScene();
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var projectile = NodeUtils.InstantiatePackedScene<Projectile>(projectileScene);
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if (projectile == null) return;
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if (Config.IsDebug())
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@ -73,6 +100,7 @@ public partial class ProjectileWeapon : WeaponTemplate
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};
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projectile.AddProjectileDecorator(nodeSpawnOnKillCharacterDecorator);
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}
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NodeUtils.CallDeferredAddChild(GameSceneNodeHolder.ProjectileContainer, projectile);
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projectile.Owner = owner;
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projectile.Velocity = (enemyGlobalPosition - _marker2D.GlobalPosition).Normalized() * projectile.Speed;
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