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; } = [];
///
/// Whether to launch in the order of the projectile list
/// 是否按照抛射体列表的循序发射
///
[Export]
protected bool Sequentially { get; set; }
private int _projectileIndex;
public override void _Ready()
{
base._Ready();
_marker2D = GetNode("Marker2D");
}
///
/// GetNextProjectileScene
/// 获取下一个抛射体
///
///
private PackedScene GetNextProjectileScene()
{
if (Sequentially)
{
_projectileIndex = (_projectileIndex + 1) % ProjectileScenes.Length;
return ProjectileScenes[_projectileIndex];
}
else
{
return ProjectileScenes[RandomUtils.Instance.Next(ProjectileScenes.Length)];
}
}
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 = GetNextProjectileScene();
var projectile = NodeUtils.InstantiatePackedScene(projectileScene);
if (projectile == null) return;
if (Config.IsDebug())
{
var nodeSpawnOnKillCharacterDecorator = new NodeSpawnOnKillCharacterDecorator
{
DefaultParentNode = this,
PackedScenePath = "res://prefab/entitys/BlackenedAboriginalWarrior.tscn"
};
projectile.AddProjectileDecorator(nodeSpawnOnKillCharacterDecorator);
}
NodeUtils.CallDeferredAddChild(GameSceneNodeHolder.ProjectileContainer, projectile);
projectile.Owner = owner;
projectile.Velocity = (enemyGlobalPosition - _marker2D.GlobalPosition).Normalized() * projectile.Speed;
projectile.Position = _marker2D.GlobalPosition;
}
}