66 lines
1.8 KiB
C#
66 lines
1.8 KiB
C#
using ColdMint.scripts.debug;
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using ColdMint.scripts.inventory;
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using Godot;
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namespace ColdMint.scripts.weapon;
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/// <summary>
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/// <para>Projectile weapons</para>
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/// <para>抛射体武器</para>
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/// </summary>
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/// <remarks>
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///<para>These weapons can fire projectiles to attack the enemy.For example: guns and scepters.Generate a bullet to attack the enemy.</para>
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///<para>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。</para>
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/// </remarks>
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public partial class ProjectileWeapon : WeaponTemplate
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{
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/// <summary>
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/// <para>The formation position of the projectile</para>
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/// <para>抛射体的生成位置</para>
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/// </summary>
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private Marker2D? _marker2D;
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private int _projectileIndex;
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/// <summary>
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/// <para>Number of slots for ranged weapons</para>
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/// <para>远程武器的槽位数量</para>
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/// </summary>
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[Export] public int NumberSlots { get; set; }
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public override int ItemType
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{
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get => Config.ItemType.ProjectileWeapon;
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}
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public override void _Ready()
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{
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base._Ready();
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_marker2D = GetNode<Marker2D>("Marker2D");
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SelfItemContainer = new UniversalItemContainer(NumberSlots);
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SelfItemContainer.AllowAddingItemByType(Config.ItemType.Magic);
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}
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protected override void DoFire(Node2D? owner, Vector2 enemyGlobalPosition)
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{
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if (owner == null)
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{
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LogCat.LogError("owner_is_null");
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return;
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}
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if (_marker2D == null)
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{
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LogCat.LogError("marker2d_is_null");
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return;
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}
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if (GameSceneDepend.ProjectileContainer == null)
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{
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LogCat.LogError("projectile_container_is_null");
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return;
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}
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}
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} |