using System; using System.Text; using System.Threading.Tasks; using ColdMint.scripts.damage; using ColdMint.scripts.deathInfo; using ColdMint.scripts.item; using ColdMint.scripts.map.events; using ColdMint.scripts.utils; using ColdMint.scripts.pickable; using Godot; namespace ColdMint.scripts.character; /// /// 玩家角色 /// public partial class Player : CharacterTemplate { private PackedScene? _floatLabelPackedScene; private Control? _floatLabel; //Empty object projectile //空的物品抛射线 private readonly Vector2[] _emptyVector2Array = [Vector2.Zero]; //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; private const float PromptTextDistance = 50; //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; //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; public override void _Ready() { base._Ready(); CharacterName = TranslationServerUtils.Translate("default_player_name"); _floatLabelPackedScene = GD.Load("res://prefab/ui/FloatLabel.tscn"); _parabola = GetNode("Parabola"); _platformDetectionRayCast2D = GetNode("PlatformDetectionRayCast"); UpdateOperationTip(); var healthBarUi = GameSceneNodeHolder.HealthBarUi; if (healthBarUi != null) { healthBarUi.MaxHp = MaxHp; healthBarUi.CurrentHp = CurrentHp; } } /// /// Update operation prompt /// 更新操作提示 /// private void UpdateOperationTip() { var operationTipLabel = GameSceneNodeHolder.OperationTipLabel; if (operationTipLabel == null) { return; } var operationTipBuilder = new StringBuilder(); operationTipBuilder.Append("[color="); operationTipBuilder.Append(Config.OperationTipActionColor); operationTipBuilder.Append(']'); operationTipBuilder.Append(TranslationServerUtils.Translate(InputMap.ActionGetEvents("ui_left")[0].AsText())); operationTipBuilder.Append("[/color]"); operationTipBuilder.Append(TranslationServerUtils.Translate("action_move_left")); operationTipBuilder.Append(' '); operationTipBuilder.Append("[color="); operationTipBuilder.Append(Config.OperationTipActionColor); operationTipBuilder.Append(']'); operationTipBuilder.Append(TranslationServerUtils.Translate(InputMap.ActionGetEvents("ui_right")[0].AsText())); operationTipBuilder.Append("[/color]"); operationTipBuilder.Append(TranslationServerUtils.Translate("action_move_right")); operationTipBuilder.Append(' '); operationTipBuilder.Append("[color="); operationTipBuilder.Append(Config.OperationTipActionColor); operationTipBuilder.Append(']'); operationTipBuilder.Append(TranslationServerUtils.Translate(InputMap.ActionGetEvents("ui_up")[0].AsText())); operationTipBuilder.Append("[/color]"); operationTipBuilder.Append(TranslationServerUtils.Translate("action_jump")); if (_collidingWithPlatform) { operationTipBuilder.Append(' '); operationTipBuilder.Append("[color="); operationTipBuilder.Append(Config.OperationTipActionColor); operationTipBuilder.Append(']'); operationTipBuilder.Append( TranslationServerUtils.Translate(InputMap.ActionGetEvents("ui_down")[0].AsText())); operationTipBuilder.Append("[/color]"); operationTipBuilder.Append(TranslationServerUtils.Translate("action_jump_down")); } //If the PickingRangeBodiesList is not null and the length is greater than 0 //如果PickingRangeBodiesList不是null,且长度大于0 if (PickingRangeBodiesList is { Count: > 0 }) { operationTipBuilder.Append(' '); operationTipBuilder.Append("[color="); operationTipBuilder.Append(Config.OperationTipActionColor); operationTipBuilder.Append(']'); operationTipBuilder.Append( TranslationServerUtils.Translate(InputMap.ActionGetEvents("pick_up")[0].AsText())); operationTipBuilder.Append("[/color]"); operationTipBuilder.Append(TranslationServerUtils.Translate("action_pick_up")); operationTipLabel.Text = operationTipBuilder.ToString(); } if (CurrentItem != null) { operationTipBuilder.Append(' '); operationTipBuilder.Append("[color="); operationTipBuilder.Append(Config.OperationTipActionColor); operationTipBuilder.Append(']'); operationTipBuilder.Append(TranslationServerUtils.Translate(InputMap.ActionGetEvents("throw")[0].AsText())); operationTipBuilder.Append("[/color]"); operationTipBuilder.Append(TranslationServerUtils.Translate("action_throw")); if (CurrentItem is IItem item) { operationTipBuilder.Append(TranslationServerUtils.Translate(item.Name)); operationTipBuilder.Append(' '); operationTipBuilder.Append("[color="); operationTipBuilder.Append(Config.OperationTipActionColor); operationTipBuilder.Append(']'); operationTipBuilder.Append( TranslationServerUtils.Translate(InputMap.ActionGetEvents("use_item")[0].AsText())); operationTipBuilder.Append("[/color]"); operationTipBuilder.Append(TranslationServerUtils.Translate("action_use_item")); operationTipBuilder.Append(TranslationServerUtils.Translate(item.Name)); } } operationTipLabel.Text = operationTipBuilder.ToString(); } protected override void HookPhysicsProcess(ref Vector2 velocity, double delta) { if (!Visible) { return; } //When the collision state between the platform detection ray and the platform changes //在平台检测射线与平台碰撞状态改变时 if (_platformDetectionRayCast2D != null && _platformDetectionRayCast2D.IsColliding() != _collidingWithPlatform) { //When the state changes, update the action hint //当状态改变时,更新操作提示 _collidingWithPlatform = _platformDetectionRayCast2D.IsColliding(); UpdateOperationTip(); } //If the character is on the ground, give an upward velocity when the jump button is pressed //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; //Moving left and right //左右移动 var axis = Input.GetAxis("ui_left", "ui_right"); velocity.X = axis * Speed; //Use items //使用物品 if (Input.IsActionPressed("use_item")) { UseItem(GetGlobalMousePosition()); } //Pick up an item //捡起物品 if (Input.IsActionJustPressed("pick_up")) { var pickAbleItem = FindTheNearestItem(); var success = PickItem(pickAbleItem); if (success) { if (pickAbleItem != null) { PickingRangeBodiesList?.Remove(pickAbleItem); } if (_floatLabel != null) { _floatLabel.QueueFree(); _floatLabel = null; } } } if (Input.IsActionJustPressed("ui_down")) { if (_collidingWithPlatform) { //When the character stands on the platform and presses the ui_down key, we cancel the collision between the character and the platform //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); } } //Display a parabola when an item is thrown //抛出物品时,显示抛物线 if (Input.IsActionPressed("throw")) { if (_parabola == null) { return; } if (ItemMarker2D == null) { //Cannot get the marked location of the item, then do not draw a line //无法获取物品的标记位置,那么不绘制线 return; } _parabola.Points = CurrentItem == null ? _emptyVector2Array : ParabolicUtils.ComputeParabolic(ItemMarker2D.Position, GetThrowVelocity(), Gravity, 0.1f); } //When you raise your hand, throw the object //抬起手时,抛出物品 if (Input.IsActionJustReleased("throw")) { if (ItemContainer == null) { return; } if (_parabola != null) { _parabola.Points = new[] { Vector2.Zero }; } ThrowItem(ItemContainer.GetSelectIndex(), 1, GetThrowVelocity()); GameSceneNodeHolder.HideBackpackUiContainerIfVisible(); CurrentItem = null; } } protected override void WhenUpdateCurrentItem(Node2D? currentItem) { UpdateOperationTip(); } /// /// 当玩家手动抛出物品时,施加到物品上的速度值 /// /// private Vector2 GetThrowVelocity() { //We take the mouse position, normalize it, and then multiply it by the distance the player can throw //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) { if (!Visible) { return; } AimTheCurrentItemAtAPoint(GetGlobalMousePosition()); var itemMarker2DPosition = Vector2.Zero; if (ItemMarker2D != null) { itemMarker2DPosition = ItemMarker2D.Position; } var axis = Input.GetAxis("ui_left", "ui_right"); switch (axis) { case -1: //Minus 1, we move to the left //-1,向左移动 FacingLeft = true; if (ItemMarker2D != null) { itemMarker2DPosition.X = -ReadOnlyItemMarkerOriginalX; } Flip(); break; case 1: //1, move to the right //1,向右移动 FacingLeft = false; if (ItemMarker2D != null) { itemMarker2DPosition.X = ReadOnlyItemMarkerOriginalX; } Flip(); break; } if (ItemMarker2D != null) { ItemMarker2D.Position = itemMarker2DPosition; } } protected override void Flip() { base.Flip(); //If there is a weapon, flip it too //如果有武器的话,也要翻转 if (CurrentItem is PickAbleTemplate pickAbleTemplate) { pickAbleTemplate.Flip(FacingLeft); } } public override void Revive(int newHp) { base.Revive(newHp); var healthBarUi = GameSceneNodeHolder.HealthBarUi; if (healthBarUi != null) { //The purpose of setting Hp to the current Hp is to cause the life bar to refresh. //将Hp设置为当前Hp的目的是,使生命条刷新。 healthBarUi.CurrentHp = CurrentHp; } } /// /// When the player dies /// 当玩家死亡的时候 /// /// protected override async Task OnDie(DamageTemplate damageTemplate) { Hide(); ProcessMode = ProcessModeEnum.Disabled; if (EventManager.GameOverEvent == null) { return; } var gameOverEvent = new GameOverEvent(); if (damageTemplate.Attacker != null) { gameOverEvent.DeathInfo = await DeathInfoGenerator.GenerateDeathInfo(this, damageTemplate.Attacker); } EventManager.GameOverEvent.Invoke(gameOverEvent); } protected override void EnterThePickingRangeBody(Node node) { base.EnterThePickingRangeBody(node); if (CurrentItem == node) { //If the node entering the pick range is the node held by the player, then return. //如果说进入拾捡范围的节点是玩家所持有的节点,那么返回。 return; } if (node is not Node2D node2D) { return; } if (_floatLabelPackedScene != null) { //If there is a scene of floating text, then we generate floating text. //如果有悬浮文本的场景,那么我们生成悬浮文本。 _floatLabel?.QueueFree(); _floatLabel = NodeUtils.InstantiatePackedScene(_floatLabelPackedScene, node); if (_floatLabel != null) { var rotationDegreesNode2D = node2D.RotationDegrees; var rotationDegreesNode2DAbs = Math.Abs(rotationDegreesNode2D); _floatLabel.Position = rotationDegreesNode2DAbs > 90 ? new Vector2(0, PromptTextDistance) : new Vector2(0, -PromptTextDistance); _floatLabel.RotationDegrees = 0 - rotationDegreesNode2D; var label = _floatLabel.GetNode