using System; using System.Collections.Generic; using ColdMint.scripts.camp; using ColdMint.scripts.damage; using ColdMint.scripts.health; using ColdMint.scripts.inventory; using ColdMint.scripts.weapon; using Godot; namespace ColdMint.scripts.character; /// /// CharacterTemplate /// 角色模板 /// /// ///Behavior shared by all characters ///所有角色共有的行为 /// public partial class CharacterTemplate : CharacterBody2D { // Get the gravity from the project settings to be synced with RigidBody nodes. // 从项目设置中获取与RigidBody节点同步的重力。 protected float Gravity = ProjectSettings.GetSetting("physics/2d/default_gravity").AsSingle(); protected const float Speed = 300.0f; protected const float JumpVelocity = -240; public string? ReadOnlyCharacterName => CharacterName; protected string? CharacterName; //Item containers are used to store items. //物品容器用于存储物品。 protected IItemContainer? _itemContainer; public IItemContainer? ItemContainer { get => _itemContainer; set => _itemContainer = value; } //Items currently held //当前持有的物品 public Node2D? CurrentItem; //Define a pick up range //定义一个拾起范围 private Area2D? _pickingArea; private AnimatedSprite2D? _animatedSprite2D; //A marker that defines the location of the item //一个标记,定义物品的位置 protected Marker2D? ItemMarker2D; //The original X-coordinate of the item marker //物品标记的原始X坐标 private float _itemMarkerOriginalX; protected float ReadOnlyItemMarkerOriginalX => _itemMarkerOriginalX; //Face left? //面向左边吗 public bool FacingLeft = false; //The force added by the AddForce method //由AddForce方法追加的力 private Vector2 _additionalForce = Vector2.Zero; protected int CurrentHp; //The initial health of the character after creation //角色创建后的初始血量 private int _initialHp; protected int MaxHp; /// /// The camp ID of the role /// 角色的阵营ID /// public string CampId = null!; private DamageNumberNodeSpawn? _damageNumber; private HealthBar? _healthBar; private DateTime _lastDamageTime; /// /// Pick up all items within range /// 拾捡范围内的所有物品 /// private List? _pickingRangeBodies; public Node[] PickingRangeBodies => _pickingRangeBodies?.ToArray() ?? Array.Empty(); /// /// Get all weapons within range of the pick up /// 获取所有在拾捡范围内的武器 /// /// public WeaponTemplate[] GetCanPickedWeapon() { var weaponTemplates = new List(); foreach (var pickingRangeBody in PickingRangeBodies) { if (pickingRangeBody is not WeaponTemplate weaponTemplate) continue; if (weaponTemplate.Owner != null) { continue; } weaponTemplates.Add(weaponTemplate); } return weaponTemplates.ToArray(); } public override void _Ready() { base._Ready(); _pickingRangeBodies = new List(); CharacterName = GetMeta("Name", Name).AsString(); CampId = GetMeta("CampId", Config.CampId.Default).AsString(); MaxHp = GetMeta("MaxHp", Config.DefaultMaxHp).AsInt32(); if (MaxHp <= 0) { //If Max blood volume is 0 or less, set Max blood volume to 10 //若最大血量为0或小于0,则将最大血量设置为10 MaxHp = Config.DefaultMaxHp; } _initialHp = GetMeta("InitialHp", "0").AsInt32(); if (_initialHp <= 0) { //If the initial blood volume is less than or equal to 0, the initial blood volume is set to the maximum blood volume //若初始血量小于等于0,则将初始血量设置为最大血量 _initialHp = MaxHp; } CurrentHp = _initialHp; //The health bar of a creature may be null. //生物的健康条,可能为null。 _healthBar = GetNodeOrNull("HealthBar"); if (_healthBar != null) { _healthBar.MaxValue = MaxHp; } ItemMarker2D = GetNode("ItemMarker2D"); _itemMarkerOriginalX = ItemMarker2D.Position.X; _animatedSprite2D = GetNode("AnimatedSprite2D"); _pickingArea = GetNode("Area2DPickingArea"); _damageNumber = GetNode("DamageNumber") as DamageNumberNodeSpawn; if (_pickingArea != null) { //If true, the zone will detect objects or areas entering and leaving the zone. //如果为true,该区域将检测进出该区域的物体或区域。 _pickingArea.Monitoring = true; //Other regions cannot detect our pick region //其他区域不能检测到我们的拾取区域 _pickingArea.Monitorable = false; _pickingArea.BodyEntered += EnterThePickingRangeBody; _pickingArea.BodyExited += ExitThePickingRangeBody; } } /// /// Pick up the specified items /// 将指定物品拾起来 /// /// /// ///Whether successfully picked up ///是否成功拾起 /// public bool PickItem(Node2D? pickAbleItem) { if (pickAbleItem == null) { return false; } if (_itemContainer == null) { return false; } //Get the currently selected node //拿到当前选择的节点 var itemSlotNode = _itemContainer.GetSelectItemSlotNode(); if (itemSlotNode == null) { return false; } if (pickAbleItem is not IItem item) { return false; } //First check if we can pick up the item. //先检查我们能否拾起此物品。 var canPick = _itemContainer.CanAddItem(item); if (!canPick) { return false; } //Is it successfully added to the container? //再检查是否成功的添加到容器内了? var addSuccess = _itemContainer.AddItem(item); if (!addSuccess) { return false; } //Set up routine handling of picked up items. //设置捡起物品的常规处理。 //You can supplement picking up state handling for more types of objects here. //您可以在这里补充更多类型对象的捡起状态处理。 if (pickAbleItem is WeaponTemplate weaponTemplate) { weaponTemplate.Owner = this; weaponTemplate.SetCollisionMaskValue(Config.LayerNumber.Platform, false); weaponTemplate.SetCollisionMaskValue(Config.LayerNumber.Ground, false); weaponTemplate.EnableContactInjury = false; weaponTemplate.Sleeping = true; } if (itemSlotNode.GetItem() != null && itemSlotNode.GetItem() == item && CurrentItem == null) { //If the selected item slot in the item container is a newly picked item, and there is no item in the hand, then we put the selected item into the hand. //如果物品容器内选中的物品槽是刚刚捡到的物品,且手里没有物品持有,那么我们将选中的物品放到手上。 CurrentItem = pickAbleItem; } else { pickAbleItem.Visible = false; pickAbleItem.ProcessMode = ProcessModeEnum.Disabled; } pickAbleItem.Reparent(ItemMarker2D); pickAbleItem.Position = Vector2.Zero; return true; } /// /// Use what you have in your hand /// 使用手中的物品 /// public bool UseItem(Vector2 position) { if (CurrentItem == null) { return false; } if (CurrentItem is WeaponTemplate weaponTemplate) { weaponTemplate.Fire(this, position); } return true; } public override void _Process(double delta) { base._Process(delta); //If the time difference between the last injury and the current time is greater than the time displayed in the health bar, the health bar is hidden //如果上次受到伤害的时间与当前时间的时间差大于健康条显示时间,则隐藏健康条 var timeSpan = DateTime.Now - _lastDamageTime; if (timeSpan > Config.HealthBarDisplaysTime) { if (_healthBar != null) { _healthBar.Visible = false; } } } /// /// Update the role's health bar /// 更新角色的健康条 /// private void UpDataHealthBar(DamageTemplate damageTemplate) { if (_healthBar == null) { return; } if (GameSceneNodeHolder.Player == null) { //We didn't know who the player was, so we showed it as a hostile color //我们不知道玩家是谁,所以我们将其显示为敌对颜色 _healthBar.SetEnemyTones(); } else { //If we set up a player node, then compare the injured party ID to the player's party ID //如果我们设置了玩家节点,那么将受伤者的阵营ID与玩家的阵营ID进行比较 var targetCamp = CampManager.GetCamp(CampId); var playerCamp = CampManager.GetCamp(GameSceneNodeHolder.Player.CampId); if (CampManager.CanCauseHarm(targetCamp, playerCamp)) { if (targetCamp.ID == playerCamp.ID) { //If an attack is allowed and you are on the same side, it is displayed as a friendly color (friend damage). //如果允许攻击,且属于同一阵营,则显示为友好颜色(友伤) _healthBar.SetFriendlyTones(); } else { //If the injured target is an enemy of the player, it is displayed as an enemy color //如果受伤的目标是玩家的敌人,则显示为敌对颜色 _healthBar.SetEnemyTones(); } } else { _healthBar.SetFriendlyTones(); } } _healthBar.Visible = true; _healthBar.Value = CurrentHp; } /// /// Deal damage to the character /// 对角色造成伤害 /// /// ///Damage template ///伤害模板 /// /// ///Return whether the damage was done successfully ///返回是否成功造成了伤害 /// public bool Damage(DamageTemplate damageTemplate) { _lastDamageTime = DateTime.Now; _damageNumber?.Display(damageTemplate); CurrentHp -= damageTemplate.Damage; OnHit(damageTemplate); if (CurrentHp <= 0) { //Character death //角色死亡 OnDie(damageTemplate); return true; } UpDataHealthBar(damageTemplate); return true; } /// /// Add power to the character /// 在角色身上添加力 /// /// public void AddForce(Vector2 force) { _additionalForce = force; } protected virtual void OnHit(DamageTemplate damageTemplate) { } /// /// Handle the event of character death /// 处理角色死亡的事件 /// /// protected virtual void OnDie(DamageTemplate damageTemplate) { QueueFree(); } /// /// When an object enters the picking range /// 当有物体进入拾捡范围时 /// /// protected virtual void EnterThePickingRangeBody(Node node) { _pickingRangeBodies?.Add(node); } /// /// When an object exit the picking range /// 当有物体离开拾捡范围时 /// /// protected virtual void ExitThePickingRangeBody(Node node) { _pickingRangeBodies?.Remove(node); } /// /// Flip sprites or animations /// 翻转精灵或动画 /// protected virtual void Flip() { if (_animatedSprite2D == null) { return; } _animatedSprite2D.FlipH = FacingLeft; } public sealed override void _PhysicsProcess(double delta) { //We continuously set the position of the items to prevent them from changing as we zoom in and out of the window. //我们持续设置物品的位置,为了防止放大缩小窗口时物品位置的变化。 if (CurrentItem != null) { CurrentItem.Position = Vector2.Zero; } var velocity = Velocity; // Add the gravity. //增加重力。 if (!IsOnFloor()) velocity.Y += Gravity * (float)delta; // The ref keyword passes its pointer to the following method so that it can be modified in the method. // ref关键字将其指针传递给下面的方法,以便在方法中修改它。 HookPhysicsProcess(ref velocity, delta); Velocity = velocity + _additionalForce; _additionalForce = Vector2.Zero; MoveAndSlide(); } /// /// Aim the held item at a point /// 使持有的物品瞄准某个点 /// public void AimTheCurrentItemAtAPoint(Vector2 position) { if (CurrentItem == null) { //Do not currently hold any items. //当前没有持有任何物品。 return; } // Apply the rotation Angle to the node // 将旋转角度应用于节点 CurrentItem.LookAt(position); } protected virtual void HookPhysicsProcess(ref Vector2 velocity, double delta) { } }