575 lines
18 KiB
C#
575 lines
18 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using ColdMint.scripts.camp;
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using ColdMint.scripts.damage;
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using ColdMint.scripts.debug;
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using ColdMint.scripts.health;
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using ColdMint.scripts.inventory;
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using ColdMint.scripts.map.events;
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using ColdMint.scripts.utils;
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using ColdMint.scripts.weapon;
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using Godot;
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namespace ColdMint.scripts.character;
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/// <summary>
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/// <para>CharacterTemplate</para>
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/// <para>角色模板</para>
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/// </summary>
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/// <remarks>
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///<para>Behavior shared by all characters</para>
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///<para>所有角色共有的行为</para>
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/// </remarks>
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public partial class CharacterTemplate : CharacterBody2D
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{
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// Get the gravity from the project settings to be synced with RigidBody nodes.
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// 从项目设置中获取与RigidBody节点同步的重力。
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protected float Gravity = ProjectSettings.GetSetting("physics/2d/default_gravity").AsSingle();
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protected const float Speed = 300.0f;
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protected const float JumpVelocity = -240;
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public string? ReadOnlyCharacterName => CharacterName;
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protected string? CharacterName;
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//Item containers are used to store items.
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//物品容器用于存储物品。
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private IItemContainer? _itemContainer;
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public IItemContainer? ItemContainer
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{
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get => _itemContainer;
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set => _itemContainer = value;
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}
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//Items currently held
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//当前持有的物品
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private Node2D? _currentItem;
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public Node2D? CurrentItem
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{
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get => _currentItem;
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set
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{
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_currentItem = value;
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WhenUpdateCurrentItem(_currentItem);
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}
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}
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/// <summary>
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/// <para>When the items the character holds are updated</para>
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/// <para>当角色持有的物品更新时</para>
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/// </summary>
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/// <param name="currentItem">
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///<para>Update finished items</para>
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///<para>更新完成后的物品</para>
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/// </param>
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protected virtual void WhenUpdateCurrentItem(Node2D? currentItem)
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{
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}
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//Define a pick up range
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//定义一个拾起范围
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private Area2D? _pickingArea;
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private AnimatedSprite2D? _animatedSprite2D;
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//A marker that defines the location of the item
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//一个标记,定义物品的位置
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protected Marker2D? ItemMarker2D;
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//The original X-coordinate of the item marker
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//物品标记的原始X坐标
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private float _itemMarkerOriginalX;
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protected float ReadOnlyItemMarkerOriginalX => _itemMarkerOriginalX;
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//Face left?
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//面向左边吗
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public bool FacingLeft = false;
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//The force added by the AddForce method
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//由AddForce方法追加的力
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private Vector2 _additionalForce = Vector2.Zero;
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protected int CurrentHp;
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//The initial health of the character after creation
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//角色创建后的初始血量
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private int _initialHp;
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public int MaxHp;
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/// <summary>
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/// <para>The camp ID of the role</para>
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/// <para>角色的阵营ID</para>
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/// </summary>
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public string CampId = null!;
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private DamageNumberNodeSpawn? _damageNumber;
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private HealthBar? _healthBar;
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private DateTime _lastDamageTime;
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/// <summary>
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/// <para>Pick up all items within range</para>
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/// <para>拾捡范围内的所有物品</para>
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/// </summary>
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protected List<Node>? PickingRangeBodiesList;
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public Node[] PickingRangeBodies => PickingRangeBodiesList?.ToArray() ?? Array.Empty<Node>();
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/// <summary>
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/// <para>Resurrected character</para>
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/// <para>复活角色</para>
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/// </summary>
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/// <remarks>
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///<para>Sets the amount of Hp a character has after resurrection</para>
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///<para>设置角色复活后拥有的Hp</para>
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/// </remarks>
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public void Revive(int newHp)
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{
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//If the new Hp is less than or equal to 0, there is no need to resurrect
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//如果新的Hp小于等于0,那么不需要复活
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if (newHp <= 0)
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{
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return;
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}
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if (CurrentHp > 0)
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{
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//If the current Hp is greater than 0, there is no need to revive
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//如果当前Hp大于0,那么不需要复活
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return;
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}
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CurrentHp = newHp;
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Visible = true;
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}
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/// <summary>
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/// <para>Find the nearest item within the pick up area(Does not include items currently held)</para>
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/// <para>在拾捡范围内查找距离最近的物品(不包括当前持有的物品)</para>
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/// </summary>
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/// <returns></returns>
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public Node2D? FindTheNearestItem()
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{
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if (PickingRangeBodiesList == null || PickingRangeBodiesList.Count == 0)
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{
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return null;
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}
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HashSet<Node>? exclude = null;
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if (_currentItem != null)
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{
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//Prevent picking up objects in your hands again.
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//防止再次捡起自己手上的物品。
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exclude = new HashSet<Node> { _currentItem };
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}
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return NodeUtils.GetTheNearestNode(this, PickingRangeBodiesList.ToArray(), exclude);
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}
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/// <summary>
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/// <para>Get all weapons within range of the pick up</para>
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/// <para>获取所有在拾捡范围内的武器</para>
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/// </summary>
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/// <returns></returns>
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public WeaponTemplate[] GetCanPickedWeapon()
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{
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var weaponTemplates = new List<WeaponTemplate>();
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foreach (var pickingRangeBody in PickingRangeBodies)
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{
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if (pickingRangeBody is not WeaponTemplate weaponTemplate) continue;
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if (weaponTemplate.Owner != null)
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{
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continue;
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}
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weaponTemplates.Add(weaponTemplate);
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}
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return weaponTemplates.ToArray();
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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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PickingRangeBodiesList = new List<Node>();
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CharacterName = GetMeta("Name", Name).AsString();
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CampId = GetMeta("CampId", Config.CampId.Default).AsString();
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MaxHp = GetMeta("MaxHp", Config.DefaultMaxHp).AsInt32();
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if (MaxHp <= 0)
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{
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//If Max blood volume is 0 or less, set Max blood volume to 10
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//若最大血量为0或小于0,则将最大血量设置为10
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MaxHp = Config.DefaultMaxHp;
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}
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_initialHp = GetMeta("InitialHp", "0").AsInt32();
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if (_initialHp <= 0 || _initialHp > MaxHp)
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{
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//If the initial health is less than or equal to 0 or greater than the maximum health, then set it to the maximum health
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//如果初始血量小于等于0或者大于最大血量,那么将其设置为最大血量
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_initialHp = MaxHp;
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}
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CurrentHp = _initialHp;
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//The health bar of a creature may be null.
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//生物的健康条,可能为null。
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_healthBar = GetNodeOrNull<HealthBar>("HealthBar");
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if (_healthBar != null)
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{
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_healthBar.MaxValue = MaxHp;
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}
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ItemMarker2D = GetNode<Marker2D>("ItemMarker2D");
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_itemMarkerOriginalX = ItemMarker2D.Position.X;
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_animatedSprite2D = GetNode<AnimatedSprite2D>("AnimatedSprite2D");
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_pickingArea = GetNode<Area2D>("Area2DPickingArea");
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_damageNumber = GetNode<Marker2D>("DamageNumber") as DamageNumberNodeSpawn;
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if (_pickingArea != null)
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{
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//If true, the zone will detect objects or areas entering and leaving the zone.
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//如果为true,该区域将检测进出该区域的物体或区域。
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_pickingArea.Monitoring = true;
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//Other regions cannot detect our pick region
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//其他区域不能检测到我们的拾取区域
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_pickingArea.Monitorable = false;
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_pickingArea.BodyEntered += EnterThePickingRangeBody;
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_pickingArea.BodyExited += ExitThePickingRangeBody;
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}
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}
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/// <summary>
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/// <para>Pick up the specified items</para>
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/// <para>将指定物品拾起来</para>
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/// </summary>
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/// <param name="pickAbleItem"></param>
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/// <returns>
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///<para>Whether successfully picked up</para>
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///<para>是否成功拾起</para>
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/// </returns>
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public bool PickItem(Node2D? pickAbleItem)
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{
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if (pickAbleItem == null)
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{
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return false;
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}
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if (_itemContainer == null)
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{
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return false;
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}
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//Get the currently selected node
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//拿到当前选择的节点
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var itemSlotNode = _itemContainer.GetSelectItemSlotNode();
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if (itemSlotNode == null)
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{
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return false;
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}
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if (pickAbleItem is not IItem item)
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{
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return false;
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}
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//First check if we can pick up the item.
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//先检查我们能否拾起此物品。
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var canPick = _itemContainer.CanAddItem(item);
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if (!canPick)
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{
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return false;
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}
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//Is it successfully added to the container?
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//再检查是否成功的添加到容器内了?
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var addSuccess = _itemContainer.AddItem(item);
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if (!addSuccess)
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{
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return false;
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}
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//Set up routine handling of picked up items.
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//设置捡起物品的常规处理。
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//You can supplement picking up state handling for more types of objects here.
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//您可以在这里补充更多类型对象的捡起状态处理。
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if (pickAbleItem is WeaponTemplate weaponTemplate)
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{
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weaponTemplate.Owner = this;
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weaponTemplate.SetCollisionMaskValue(Config.LayerNumber.Platform, false);
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weaponTemplate.SetCollisionMaskValue(Config.LayerNumber.Ground, false);
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weaponTemplate.EnableContactInjury = false;
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weaponTemplate.Sleeping = true;
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}
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if (itemSlotNode.GetItem() != null && itemSlotNode.GetItem() == item && _currentItem == null)
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{
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//If the selected item slot in the item container is a newly picked item, and there is no item in the hand, then we put the selected item into the hand.
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//如果物品容器内选中的物品槽是刚刚捡到的物品,且手里没有物品持有,那么我们将选中的物品放到手上。
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CurrentItem = pickAbleItem;
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}
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else
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{
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pickAbleItem.Visible = false;
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pickAbleItem.ProcessMode = ProcessModeEnum.Disabled;
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}
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pickAbleItem.Reparent(ItemMarker2D);
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pickAbleItem.Position = Vector2.Zero;
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return true;
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}
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/// <summary>
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/// <para>Use what you have in your hand</para>
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/// <para>使用手中的物品</para>
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/// </summary>
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public bool UseItem(Vector2 position)
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{
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if (_currentItem == null)
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{
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return false;
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}
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if (_currentItem is WeaponTemplate weaponTemplate)
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{
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weaponTemplate.Fire(this, position);
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}
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return true;
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}
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public override void _Process(double delta)
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{
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base._Process(delta);
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//If the time difference between the last injury and the current time is greater than the time displayed in the health bar, the health bar is hidden
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//如果上次受到伤害的时间与当前时间的时间差大于健康条显示时间,则隐藏健康条
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var timeSpan = DateTime.Now - _lastDamageTime;
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if (timeSpan > Config.HealthBarDisplaysTime)
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{
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if (_healthBar != null)
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{
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_healthBar.Visible = false;
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}
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}
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}
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/// <summary>
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/// <para>Update the role's health bar</para>
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/// <para>更新角色的健康条</para>
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/// </summary>
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private void UpDataHealthBar(DamageTemplate damageTemplate)
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{
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if (_healthBar == null)
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{
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return;
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}
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if (GameSceneNodeHolder.Player == null)
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{
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//We didn't know who the player was, so we showed it as a hostile color
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//我们不知道玩家是谁,所以我们将其显示为敌对颜色
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_healthBar.SetEnemyTones();
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}
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else
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{
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//If we set up a player node, then compare the injured party ID to the player's party ID
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//如果我们设置了玩家节点,那么将受伤者的阵营ID与玩家的阵营ID进行比较
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var targetCamp = CampManager.GetCamp(CampId);
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var playerCamp = CampManager.GetCamp(GameSceneNodeHolder.Player.CampId);
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if (CampManager.CanCauseHarm(targetCamp, playerCamp))
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{
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if (targetCamp != null && playerCamp != null)
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{
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if (targetCamp.Id == playerCamp.Id)
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{
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//If an attack is allowed and you are on the same side, it is displayed as a friendly color (friend damage).
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//如果允许攻击,且属于同一阵营,则显示为友好颜色(友伤)
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_healthBar.SetFriendlyTones();
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}
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else
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{
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//If the injured target is an enemy of the player, it is displayed as an enemy color
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//如果受伤的目标是玩家的敌人,则显示为敌对颜色
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_healthBar.SetEnemyTones();
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}
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}
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}
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else
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{
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_healthBar.SetFriendlyTones();
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}
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}
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_healthBar.Visible = true;
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_healthBar.Value = CurrentHp;
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}
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/// <summary>
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/// <para>Deal damage to the character</para>
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/// <para>对角色造成伤害</para>
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/// </summary>
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/// <param name="damageTemplate">
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///<para>Damage template</para>
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///<para>伤害模板</para>
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/// </param>
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/// <returns>
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///<para>Return whether the damage was done successfully</para>
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///<para>返回是否成功造成了伤害</para>
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/// </returns>
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public bool Damage(DamageTemplate damageTemplate)
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{
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_lastDamageTime = DateTime.Now;
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_damageNumber?.Display(damageTemplate);
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CurrentHp -= damageTemplate.Damage;
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OnHit(damageTemplate);
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if (CurrentHp <= 0)
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{
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//Character death
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//角色死亡
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OnDie(damageTemplate);
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return true;
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}
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UpDataHealthBar(damageTemplate);
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return true;
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}
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/// <summary>
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/// <para>Add power to the character</para>
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/// <para>在角色身上添加力</para>
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/// </summary>
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/// <param name="force"></param>
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public void AddForce(Vector2 force)
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{
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_additionalForce = force;
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}
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protected virtual void OnHit(DamageTemplate damageTemplate)
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{
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}
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/// <summary>
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/// <para>Handle the event of character death</para>
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/// <para>处理角色死亡的事件</para>
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/// </summary>
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/// <param name="damageTemplate"></param>
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protected virtual Task OnDie(DamageTemplate damageTemplate)
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{
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//If the attacker is not empty and the role name is not empty, then the role death message is printed
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//如果攻击者不为空,且角色名不为空,那么打印角色死亡信息
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if (damageTemplate.Attacker != null && !string.IsNullOrEmpty(CharacterName))
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{
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if (damageTemplate.Attacker is CharacterTemplate characterTemplate &&
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!string.IsNullOrEmpty(characterTemplate.CharacterName))
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{
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LogCat.LogWithFormat("death_info", CharacterName, characterTemplate.CharacterName);
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}
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else
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{
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LogCat.LogWithFormat("death_info", CharacterName, damageTemplate.Attacker.Name);
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}
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}
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QueueFree();
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return Task.CompletedTask;
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}
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/// <summary>
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/// <para>When an object enters the picking range</para>
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/// <para>当有物体进入拾捡范围时</para>
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/// </summary>
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/// <param name="node"></param>
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protected virtual void EnterThePickingRangeBody(Node node)
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{
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if (node is not IItem)
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{
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return;
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}
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PickingRangeBodiesList?.Add(node);
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}
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/// <summary>
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/// <para>When an object exit the picking range</para>
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/// <para>当有物体离开拾捡范围时</para>
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/// </summary>
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/// <param name="node"></param>
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protected virtual void ExitThePickingRangeBody(Node node)
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{
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if (node is not IItem)
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{
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return;
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}
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PickingRangeBodiesList?.Remove(node);
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}
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/// <summary>
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/// <para>Flip sprites or animations</para>
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/// <para>翻转精灵或动画</para>
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/// </summary>
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protected virtual void Flip()
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{
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if (_animatedSprite2D == null)
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{
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return;
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}
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_animatedSprite2D.FlipH = FacingLeft;
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}
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|
||
|
||
public sealed override void _PhysicsProcess(double delta)
|
||
{
|
||
//We continuously set the position of the items to prevent them from changing as we zoom in and out of the window.
|
||
//我们持续设置物品的位置,为了防止放大缩小窗口时物品位置的变化。
|
||
if (_currentItem != null)
|
||
{
|
||
_currentItem.Position = Vector2.Zero;
|
||
}
|
||
|
||
var velocity = Velocity;
|
||
// Add the gravity.
|
||
//增加重力。
|
||
if (!IsOnFloor())
|
||
velocity.Y += Gravity * (float)delta;
|
||
// The ref keyword passes its pointer to the following method so that it can be modified in the method.
|
||
// ref关键字将其指针传递给下面的方法,以便在方法中修改它。
|
||
HookPhysicsProcess(ref velocity, delta);
|
||
Velocity = velocity + _additionalForce;
|
||
_additionalForce = Vector2.Zero;
|
||
MoveAndSlide();
|
||
}
|
||
|
||
/// <summary>
|
||
/// <para>Aim the held item at a point</para>
|
||
/// <para>使持有的物品瞄准某个点</para>
|
||
/// </summary>
|
||
public void AimTheCurrentItemAtAPoint(Vector2 position)
|
||
{
|
||
if (_currentItem == null)
|
||
{
|
||
//Do not currently hold any items.
|
||
//当前没有持有任何物品。
|
||
return;
|
||
}
|
||
|
||
// Apply the rotation Angle to the node
|
||
// 将旋转角度应用于节点
|
||
_currentItem.LookAt(position);
|
||
}
|
||
|
||
|
||
protected virtual void HookPhysicsProcess(ref Vector2 velocity, double delta)
|
||
{
|
||
}
|
||
} |