using System;
using System.Text;
using System.Threading.Tasks;
using ColdMint.scripts.damage;
using ColdMint.scripts.deathInfo;
using ColdMint.scripts.inventory;
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;
}
}
protected override void WhenBindItemContainer(IItemContainer? itemContainer)
{
if (itemContainer == null)
{
return;
}
//Subscribe to events when the item container is bound to the player.
//在物品容器与玩家绑定时订阅事件。
itemContainer.SelectedItemSlotChangeEvent += SelectedItemSlotChangeEvent;
}
public override void _ExitTree()
{
base._ExitTree();
if (ProtectedItemContainer != null)
{
//Unsubscribe to events when this object is destroyed.
//此节点被销毁时,取消订阅事件。
ProtectedItemContainer.SelectedItemSlotChangeEvent -= SelectedItemSlotChangeEvent;
}
}
private void SelectedItemSlotChangeEvent(SelectedItemSlotChangeEvent selectedItemSlotChangeEvent)
{
var item = selectedItemSlotChangeEvent.NewItemSlotNode?.GetItem();
GameSceneNodeHolder.HideBackpackUiContainerIfVisible();
if (item is Node2D node2D)
{
CurrentItem = node2D;
}
else
{
CurrentItem = null;
}
}
///
/// 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);
if (_floatLabel != null)
{
NodeUtils.CallDeferredAddChild(node, _floatLabel);
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