using ColdMint.scripts.debug; using ColdMint.scripts.projectile; using ColdMint.scripts.projectile.decorator; using ColdMint.scripts.utils; 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; [Export] protected PackedScene[] ProjectileScenes { get; set; } = []; public override void _Ready() { base._Ready(); _marker2D = GetNode("Marker2D"); } protected override void DoFire(Node2D? owner, Vector2 enemyGlobalPosition) { if (owner == null) { LogCat.LogError("owner_is_null"); return; } if (_marker2D == null) { LogCat.LogError("marker2d_is_null"); return; } if (GameSceneNodeHolder.ProjectileContainer == null) { LogCat.LogError("projectile_container_is_null"); return; } //Empty list check //空列表检查 if (ProjectileScenes is []) { LogCat.LogError("projectiles_is_empty"); return; } //Get the first projectile //获取第一个抛射体 var projectileScene = ProjectileScenes[0]; // var projectileScene = _projectileCache[_projectiles[0]]; var projectile = NodeUtils.InstantiatePackedScene(projectileScene); if (projectile == null) return; if (Config.IsDebug()) { var nodeSpawnOnKillCharacterDecorator = new NodeSpawnOnKillCharacterDecorator { DefaultParentNode = this, PackedScenePath = "res://prefab/entitys/DelivererOfDarkMagic.tscn" }; projectile.AddProjectileDecorator(nodeSpawnOnKillCharacterDecorator); } NodeUtils.CallDeferredAddChild(GameSceneNodeHolder.ProjectileContainer, projectile); projectile.Owner = owner; projectile.Velocity = (enemyGlobalPosition - _marker2D.GlobalPosition).Normalized() * projectile.Speed; projectile.Position = _marker2D.GlobalPosition; } }