251 lines
7.9 KiB
C#
251 lines
7.9 KiB
C#
using System;
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using ColdMint.scripts.camp;
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using ColdMint.scripts.character;
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using ColdMint.scripts.damage;
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using Godot;
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namespace ColdMint.scripts.item.weapon;
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/// <summary>
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/// <para>WeaponTemplate</para>
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/// <para>武器模板</para>
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/// </summary>
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public abstract partial class WeaponTemplate : RigidBody2D, IItem
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{
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private float _gravity = ProjectSettings.GetSetting("physics/2d/default_gravity").AsSingle();
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//Implements IItem
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[Export] public virtual string Id { get; private set; } = "ID";
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protected Texture2D? UniqueIcon { get; set; }
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public Texture2D Icon => UniqueIcon ?? ItemTypeManager.DefaultIconOf(Id);
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protected string? UniqueName { get; set; }
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public new string Name => UniqueName ?? ItemTypeManager.DefaultNameOf(Id);
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protected string? UniqueDescription { get; set; }
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public string? Description => UniqueDescription ?? ItemTypeManager.DefaultDescriptionOf(Id);
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public void Use(Node2D? owner, Vector2 targetGlobalPosition)
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{
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Fire(owner, targetGlobalPosition);
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}
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public virtual void Destroy()
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{
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QueueFree();
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}
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public bool CanStackWith(IItem item) => false;
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/// <summary>
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/// <para>Whether the weapon is currently picked up</para>
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/// <para>当前武器是否被捡起了</para>
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/// </summary>
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public bool Picked { get; set; }
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/// <summary>
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/// <para>Owner</para>
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/// <para>主人</para>
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/// </summary>
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public new Node2D? Owner { get; set; }
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/// <summary>
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/// <para>Enabled contact injury</para>
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/// <para>启用接触伤害</para>
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/// </summary>
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public bool EnableContactInjury;
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[Export] private int _minContactInjury = 1;
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[Export] private int _maxContactInjury = 2;
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private DateTime? _lastFiringTime;
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/// <summary>
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/// <para>Firing interval</para>
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/// <para>开火间隔</para>
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/// </summary>
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private TimeSpan _firingInterval;
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[Export] private long _firingIntervalAsMillisecond = 100;
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/// <summary>
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/// <para>The recoil of the weapon</para>
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/// <para>武器的后坐力</para>
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/// </summary>
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/// <remarks>
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///<para>When the weapon is fired, how much recoil is applied to the user, in units: the number of cells, and the X direction of the force is automatically inferred.</para>
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///<para>武器开火,要对使用者施加多大的后坐力,单位:格数,力的X方向是自动推断的。</para>
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/// </remarks>
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[Export] private Vector2 _recoil;
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/// <summary>
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/// <para>This area represents the collision range of the weapon, and when other nodes enter this area, they will deal damage.</para>
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/// <para>这个区域表示武器的碰撞范围,当其他节点进入此区域时,会造成伤害。</para>
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/// </summary>
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private Area2D? _damageArea2D;
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/// <summary>
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/// <para>The number of tile maps in contact with this weapon</para>
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/// <para>与此武器接触的瓦片地图数量</para>
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/// </summary>
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private int _tileMapNumber;
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public override void _Ready()
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{
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_damageArea2D = GetNode<Area2D>("DamageArea2D");
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_damageArea2D.BodyEntered += OnBodyEnter;
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_damageArea2D.BodyExited += OnBodyExited;
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_firingInterval = TimeSpan.FromMilliseconds(_firingIntervalAsMillisecond);
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}
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private void OnBodyExited(Node node)
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{
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if (Picked)
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{
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return;
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}
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//If it leaves the ground or walls.
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//如果离开了地面或墙壁。
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if (node is TileMap)
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{
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_tileMapNumber--;
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if (_tileMapNumber == 0)
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{
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//No longer in contact with any shingles can cause injury
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//不再与任何瓦片接触后,可以造成伤害
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EnableContactInjury = true;
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SetCollisionMaskValue(Config.LayerNumber.Player, false);
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}
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}
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}
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/// <summary>
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/// <para>Use weapons against the enemy</para>
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/// <para>使用武器砸敌人</para>
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/// </summary>
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/// <param name="node"></param>
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private void OnBodyEnter(Node node)
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{
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if (Picked)
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{
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return;
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}
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if (node is TileMap)
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{
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_tileMapNumber++;
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EnableContactInjury = false;
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//Items can be pushed by the player when they are on the ground
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//当物品在地面上时,可被玩家推动
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SetCollisionMaskValue(Config.LayerNumber.Player, true);
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}
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else if (node is CharacterTemplate characterTemplate)
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{
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if (!EnableContactInjury)
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{
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return;
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}
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if (Owner is not CharacterTemplate ownerCharacterTemplate)
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{
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return;
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}
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//Determine if your side can cause damage
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//判断所属的阵营是否可以造成伤害
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var canCauseHarm = CampManager.CanCauseHarm(CampManager.GetCamp(ownerCharacterTemplate.CampId),
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CampManager.GetCamp(characterTemplate.CampId));
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if (!canCauseHarm)
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{
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return;
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}
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//If allowed to cause harm
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//如果允许造成伤害
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var damage = new Damage
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{
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MaxDamage = Math.Abs(_maxContactInjury),
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MinDamage = Math.Abs(_minContactInjury),
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Attacker = ownerCharacterTemplate
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};
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damage.CreateDamage();
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damage.MoveLeft = LinearVelocity.X < 0;
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damage.Type = Config.DamageType.Physical;
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characterTemplate.Damage(damage);
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//Reduce speed after hitting enemies.
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//击中敌人后减少速度。
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LinearVelocity *= 1 - Config.ThrownItemsHitEnemiesReduceSpeedByPercentage;
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}
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}
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/// <summary>
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/// <para>翻转武器</para>
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/// </summary>
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/// <param name="facingLeft"></param>
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public void Flip(bool facingLeft) { }
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/// <summary>
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/// <para>Discharge of the weapon</para>
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/// <para>武器开火</para>
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/// </summary>
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/// <remarks>
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///<param name="owner">
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///<para>owner</para>
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///<para>武器所有者</para>
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/// </param>
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/// <param name="enemyGlobalPosition">
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///<para>enemyGlobalPosition</para>
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///<para>敌人所在位置</para>
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/// </param>
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/// </remarks>
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public void Fire(Node2D? owner, Vector2 enemyGlobalPosition)
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{
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var nowTime = DateTime.Now;
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//If the present time minus the time of the last fire is less than the interval between fires, it means that the fire cannot be fired yet.
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//如果现在时间减去上次开火时间小于开火间隔,说明还不能开火。
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if (_lastFiringTime != null && nowTime - _lastFiringTime < _firingInterval)
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{
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return;
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}
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if (owner is CharacterTemplate characterTemplate)
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{
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//We check the recoil of the weapon before each firing.
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//我们在每次开火之前,检查武器的后坐力。
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if (_recoil != Vector2.Zero)
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{
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var force = new Vector2();
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var forceX = Math.Abs(_recoil.X);
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if (Math.Abs(RotationDegrees) < 90)
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{
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//The weapon goes to the right and we apply a recoil to the left
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//武器朝向右边我们向左施加后坐力
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forceX = -forceX;
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}
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force.X = forceX * Config.CellSize;
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force.Y = _recoil.Y * Config.CellSize;
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characterTemplate.AddForce(force);
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}
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}
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DoFire(owner, enemyGlobalPosition);
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_lastFiringTime = nowTime;
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}
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/// <summary>
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/// <para>Execute fire</para>
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/// <para>执行开火</para>
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/// </summary>
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protected abstract void DoFire(Node2D? owner, Vector2 enemyGlobalPosition);
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} |