using System.Collections.Generic; using ColdMint.scripts.debug; using ColdMint.scripts.projectile; using Godot; namespace ColdMint.scripts.weapon; /// /// Projectile weapons /// 抛射体武器 /// /// ///These weapons can fire projectiles to attack the enemy.For example: guns and scepters.Generate a bullet to attack the enemy. ///这类武器可发射抛射体,攻击敌人。例如:枪支和法杖。生成一个子弹攻击敌人。 /// public partial class ProjectileWeapon : WeaponTemplate { /// /// The formation position of the projectile /// 抛射体的生成位置 /// private Marker2D? _marker2D; /// /// List of projectiles /// 抛射体列表 /// private string[]? _projectiles; private Dictionary? _projectileCache; private Node2D? _projectileContainer; public override void _Ready() { base._Ready(); _marker2D = GetNode("Marker2D"); _projectileCache = new Dictionary(); _projectiles = GetMeta("Projectiles", "").AsStringArray(); foreach (var projectileItem in _projectiles) { var packedScene = GD.Load(projectileItem); if (packedScene == null) { continue; } _projectileCache.Add(projectileItem, packedScene); } _projectileContainer = GetNode("/root/Game/ProjectileContainer") as Node2D; } protected override void DoFire(Node2D? owner, Vector2 enemyGlobalPosition) { if (_projectileCache == null || _projectiles == null || owner == null || _projectileContainer == null || _marker2D == null) { return; } if (_projectiles.IsEmpty()) { LogCat.LogError("projectiles_is_empty"); return; } //Get the first projectile //获取第一个抛射体 var projectileScene = _projectileCache[_projectiles[0]]; var projectile = projectileScene.Instantiate() as ProjectileTemplate; if (projectile != null) { projectile.Owner = owner; projectile.Velocity = (enemyGlobalPosition - _marker2D.GlobalPosition).Normalized() * projectile.Speed; projectile.Position = _marker2D.GlobalPosition; } _projectileContainer.AddChild(projectile); } }