using Godot; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using ColdMint.scripts; using ColdMint.scripts.character; using ColdMint.scripts.damage; using ColdMint.scripts.utils; using ColdMint.scripts.weapon; /// /// 玩家角色 /// public partial class Player : CharacterTemplate { private PackedScene FloatLabelPackedScene; protected Control FloatLabel; //抛物线 private Line2D Parabola; //用于检测玩家是否站在平台上的射线 private RayCast2D PlatformDetectionRayCast2D; //在拾捡范围内,可拾起的物品数量 private int TotalNumberOfPickups = 0; private const float promptTextDistance = 50; //玩家可拾捡的物品 private Node2D PickAbleItem; //抛出物品的飞行速度 private float throwingVelocity = Config.CellSize * 13; //射线是否与平台碰撞 private bool CollidingWithPlatform = false; //How long does it take for the character to recover from a collision with the platform after jumping off the platform (in seconds) //角色从平台上跳下后,多少时间后恢复与平台的碰撞(单位:秒) private double PlatformCollisionRecoveryTime = 0.2f; //物品被扔出后多长时间恢复与地面和平台的碰撞(单位:秒) private double ItemCollisionRecoveryTime = 0.045f; public override void _Ready() { base._Ready(); _characterName = TranslationServer.Translate("default_player_name"); FloatLabelPackedScene = GD.Load("res://prefab/ui/FloatLabel.tscn"); Parabola = GetNode("Parabola"); PlatformDetectionRayCast2D = GetNode("PlatformDetectionRayCast"); UpdateOperationTip(); GameSceneNodeHolder.HealthBarUi.MaxHp = MaxHp; GameSceneNodeHolder.HealthBarUi.CurrentHp = CurrentHp; } /// /// Update operation prompt /// 更新操作提示 /// private void UpdateOperationTip() { var operationTipBuilder = new StringBuilder(); if (TotalNumberOfPickups > 0) { //If there's anything around to pick up //如果周围有能捡的东西 if (CurrentItem == null) { if (PickAbleItem != null) { string name = null; if (PickAbleItem is WeaponTemplate weaponTemplate) { //When the weapon has no owner, a pick up prompt is displayed. //当武器没有主人时,显示捡起提示。 if (weaponTemplate.Owner == null || weaponTemplate.Owner == this) { name = TranslationServer.Translate(weaponTemplate.Name); } } if (name != null) { operationTipBuilder.Append( TranslationServer.Translate(InputMap.ActionGetEvents("pick_up")[0].AsText())); operationTipBuilder.Append(TranslationServer.Translate("pick_up")); operationTipBuilder.Append(name); } } } else { string pickAbleItemName = null; string currentItemName = null; string mustBeThrown = TranslationServer.Translate("must_be_thrown"); if (PickAbleItem != null) { //可捡的物品是武器 if (PickAbleItem is WeaponTemplate weaponTemplate) { pickAbleItemName = TranslationServer.Translate(weaponTemplate.Name); } } if (CurrentItem != null) { //当前持有的物品是武器 if (CurrentItem is WeaponTemplate weaponTemplate) { currentItemName = TranslationServer.Translate(weaponTemplate.Name); } } if (pickAbleItemName != null && currentItemName != null && mustBeThrown != "must_be_thrown") { operationTipBuilder.Append(string.Format(mustBeThrown, currentItemName, pickAbleItemName)); operationTipBuilder.Append(' '); operationTipBuilder.Append( TranslationServer.Translate(InputMap.ActionGetEvents("throw")[0].AsText())); operationTipBuilder.Append(TranslationServer.Translate("throw")); operationTipBuilder.Append(currentItemName); } } GameSceneNodeHolder.OperationTipLabel.Text = operationTipBuilder.ToString(); return; } operationTipBuilder.Append(TranslationServer.Translate(InputMap.ActionGetEvents("ui_left")[0].AsText())); operationTipBuilder.Append(TranslationServer.Translate("move_left")); operationTipBuilder.Append(' '); operationTipBuilder.Append(TranslationServer.Translate(InputMap.ActionGetEvents("ui_right")[0].AsText())); operationTipBuilder.Append(TranslationServer.Translate("move_right")); operationTipBuilder.Append(' '); operationTipBuilder.Append(TranslationServer.Translate(InputMap.ActionGetEvents("ui_up")[0].AsText())); operationTipBuilder.Append(TranslationServer.Translate("jump")); if (CollidingWithPlatform) { operationTipBuilder.Append(' '); operationTipBuilder.Append(TranslationServer.Translate(InputMap.ActionGetEvents("ui_down")[0].AsText())); operationTipBuilder.Append(TranslationServer.Translate("jump_down")); } if (CurrentItem != null) { operationTipBuilder.Append(' '); operationTipBuilder.Append(TranslationServer.Translate(InputMap.ActionGetEvents("throw")[0].AsText())); operationTipBuilder.Append(TranslationServer.Translate("throw")); if (CurrentItem is WeaponTemplate weaponTemplate) { operationTipBuilder.Append(TranslationServer.Translate(weaponTemplate.Name)); //提示武器攻击 operationTipBuilder.Append(' '); operationTipBuilder.Append( TranslationServer.Translate(InputMap.ActionGetEvents("use_item")[0].AsText())); operationTipBuilder.Append(TranslationServer.Translate("use_item")); operationTipBuilder.Append(TranslationServer.Translate(weaponTemplate.Name)); } } GameSceneNodeHolder.OperationTipLabel.Text = operationTipBuilder.ToString(); } protected override void HookPhysicsProcess(ref Vector2 velocity, double delta) { //在平台检测射线与平台碰撞状态改变时 if (PlatformDetectionRayCast2D.IsColliding() != CollidingWithPlatform) { //当状态改变时,更新操作提示 CollidingWithPlatform = PlatformDetectionRayCast2D.IsColliding(); UpdateOperationTip(); } //如果角色正在地面上,按下跳跃键时,给予一个向上的速度 if (Input.IsActionJustPressed("ui_up") && IsOnFloor()) velocity.Y = JumpVelocity; //左右移动 var axis = Input.GetAxis("ui_left", "ui_right"); velocity.X = axis * Speed; //使用物品 if (Input.IsActionPressed("use_item")) { UseItem(GetGlobalMousePosition()); } //捡起物品 if (Input.IsActionJustPressed("pick_up")) { PickUpAction(); } if (Input.IsActionJustPressed("ui_down")) { if (CollidingWithPlatform) { //当角色站在平台上按下 ui_down 键时,我们取消角色与平台的碰撞 var timer = new Timer(); AddChild(timer); timer.WaitTime = PlatformCollisionRecoveryTime; timer.OneShot = true; timer.Start(); timer.Timeout += () => { SetCollisionMaskValue(Config.LayerNumber.Platform, true); timer.QueueFree(); }; SetCollisionMaskValue(Config.LayerNumber.Platform, false); } } //抛出物品时,显示抛物线 if (Input.IsActionPressed("throw")) { if (CurrentItem != null) { Parabola.Points = ParabolicUtils.ComputeParabolic(ItemMarker2D.Position, GetThrowVelocity(), gravity, 0.1f); } } //抬起手时,抛出物品 if (Input.IsActionJustReleased("throw")) { if (CurrentItem != null) { Parabola.Points = new[] { Vector2.Zero }; CurrentItem.Reparent(GameSceneNodeHolder.WeaponContainer); if (CurrentItem is WeaponTemplate weaponTemplate) { var timer = new Timer(); weaponTemplate.AddChild(timer); timer.WaitTime = ItemCollisionRecoveryTime; timer.OneShot = true; timer.Timeout += () => { //We cannot immediately resume the physical collision when the weapon is discharged, which will cause the weapon to collide with the ground and platform earlier, preventing the weapon from flying. //仍出武器时,我们不能立即恢复物理碰撞,立即恢复会导致武器更早的与地面和平台碰撞,阻止武器的飞行。 weaponTemplate.EnableContactInjury = true; weaponTemplate.SetCollisionMaskValue(Config.LayerNumber.Ground, true); weaponTemplate.SetCollisionMaskValue(Config.LayerNumber.Platform, true); timer.QueueFree(); }; timer.Start(); weaponTemplate.Sleeping = false; weaponTemplate.LinearVelocity = Vector2.Zero; } if (CurrentItem is CharacterBody2D characterBody2D) { characterBody2D.Velocity = GetThrowVelocity(); } if (CurrentItem is RigidBody2D rigidBody2D) { rigidBody2D.LinearVelocity = GetThrowVelocity(); } CurrentItem = null; TotalNumberOfPickups++; UpdateOperationTip(); } } } private async Task PickUpAction() { var success = PickItem(PickAbleItem); if (success) { PickAbleItem = null; TotalNumberOfPickups--; if (FloatLabel != null) { FloatLabel.QueueFree(); FloatLabel = null; } UpdateOperationTip(); } } private Vector2 GetThrowVelocity() { //我们拿到鼠标的位置,将其归一化处理,然后乘以玩家可扔出的距离 return GetLocalMousePosition().Normalized() * throwingVelocity; } public override void _Process(double delta) { AimTheCurrentItemAtAPoint(GetGlobalMousePosition()); var itemMarker2DPosition = ItemMarker2D.Position; var axis = Input.GetAxis("ui_left", "ui_right"); switch (axis) { case -1: //-1,向左移动 FacingLeft = true; itemMarker2DPosition.X = -ReadOnlyItemMarkerOriginalX; Flip(); break; case 1: //1,向右移动 FacingLeft = false; itemMarker2DPosition.X = ReadOnlyItemMarkerOriginalX; Flip(); break; default: //0,没有按下时 break; } ItemMarker2D.Position = itemMarker2DPosition; } protected override void Flip() { base.Flip(); //如果有武器的话,也要翻转 if (CurrentItem != null) { if (CurrentItem is WeaponTemplate weapon) { weapon.Flip(FacingLeft); } } } protected override void EnterThePickingRangeBody(Node node) { if (node is not Node2D) { return; } var node2D = node as Node2D; TotalNumberOfPickups++; PickAbleItem = node2D; if (FloatLabel != null) { FloatLabel.QueueFree(); } FloatLabel = (Control)FloatLabelPackedScene.Instantiate(); var rotationDegreesNode2D = node2D.RotationDegrees; var rotationDegreesNode2DAbs = Math.Abs(rotationDegreesNode2D); if (rotationDegreesNode2DAbs > 90) { FloatLabel.Position = new Vector2(0, promptTextDistance); } else { FloatLabel.Position = new Vector2(0, -promptTextDistance); } FloatLabel.RotationDegrees = 0 - rotationDegreesNode2D; var label = FloatLabel.GetNode