432 lines
15 KiB
C#
432 lines
15 KiB
C#
using Godot;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using ColdMint.scripts;
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using ColdMint.scripts.character;
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using ColdMint.scripts.damage;
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using ColdMint.scripts.database;
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using ColdMint.scripts.debug;
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using ColdMint.scripts.inventory;
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using ColdMint.scripts.utils;
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using ColdMint.scripts.weapon;
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/// <summary>
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/// <para>玩家角色</para>
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/// </summary>
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public partial class Player : CharacterTemplate
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{
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private PackedScene FloatLabelPackedScene;
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protected Control FloatLabel;
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//抛物线
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private Line2D Parabola;
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//用于检测玩家是否站在平台上的射线
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private RayCast2D PlatformDetectionRayCast2D;
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//在拾捡范围内,可拾起的物品数量
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private int TotalNumberOfPickups = 0;
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private const float promptTextDistance = 50;
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//玩家可拾捡的物品
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private Node2D PickAbleItem;
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//抛出物品的飞行速度
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private float throwingVelocity = Config.CellSize * 13;
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//射线是否与平台碰撞
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private bool CollidingWithPlatform = false;
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//How long does it take for the character to recover from a collision with the platform after jumping off the platform (in seconds)
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//角色从平台上跳下后,多少时间后恢复与平台的碰撞(单位:秒)
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private double PlatformCollisionRecoveryTime = 0.2f;
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//物品被扔出后多长时间恢复与地面和平台的碰撞(单位:秒)
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private double ItemCollisionRecoveryTime = 0.045f;
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public override void _Ready()
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{
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base._Ready();
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_characterName = TranslationServer.Translate("default_player_name");
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FloatLabelPackedScene = GD.Load<PackedScene>("res://prefab/ui/FloatLabel.tscn");
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Parabola = GetNode<Line2D>("Parabola");
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PlatformDetectionRayCast2D = GetNode<RayCast2D>("PlatformDetectionRayCast");
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UpdateOperationTip();
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GameSceneNodeHolder.HealthBarUi.MaxHp = MaxHp;
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GameSceneNodeHolder.HealthBarUi.CurrentHp = CurrentHp;
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}
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/// <summary>
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/// <para>Update operation prompt</para>
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/// <para>更新操作提示</para>
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/// </summary>
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private void UpdateOperationTip()
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{
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var operationTipBuilder = new StringBuilder();
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if (TotalNumberOfPickups > 0)
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{
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//If there's anything around to pick up
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//如果周围有能捡的东西
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if (CurrentItem == null)
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{
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if (PickAbleItem != null)
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{
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string name = null;
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if (PickAbleItem is WeaponTemplate weaponTemplate)
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{
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//When the weapon has no owner, a pick up prompt is displayed.
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//当武器没有主人时,显示捡起提示。
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if (weaponTemplate.Owner == null || weaponTemplate.Owner == this)
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{
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name = TranslationServer.Translate(weaponTemplate.Name);
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}
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}
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if (name != null)
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{
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operationTipBuilder.Append(
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TranslationServer.Translate(InputMap.ActionGetEvents("pick_up")[0].AsText()));
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operationTipBuilder.Append(TranslationServer.Translate("pick_up"));
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operationTipBuilder.Append(name);
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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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string pickAbleItemName = null;
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string currentItemName = null;
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string mustBeThrown = TranslationServer.Translate("must_be_thrown");
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if (PickAbleItem != null)
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{
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//可捡的物品是武器
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if (PickAbleItem is WeaponTemplate weaponTemplate)
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{
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pickAbleItemName = TranslationServer.Translate(weaponTemplate.Name);
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}
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}
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if (CurrentItem != null)
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{
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//当前持有的物品是武器
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if (CurrentItem is WeaponTemplate weaponTemplate)
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{
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currentItemName = TranslationServer.Translate(weaponTemplate.Name);
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}
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}
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if (pickAbleItemName != null && currentItemName != null && mustBeThrown != "must_be_thrown")
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{
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operationTipBuilder.Append(string.Format(mustBeThrown, currentItemName, pickAbleItemName));
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operationTipBuilder.Append(' ');
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operationTipBuilder.Append(
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TranslationServer.Translate(InputMap.ActionGetEvents("throw")[0].AsText()));
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operationTipBuilder.Append(TranslationServer.Translate("throw"));
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operationTipBuilder.Append(currentItemName);
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}
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}
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GameSceneNodeHolder.OperationTipLabel.Text = operationTipBuilder.ToString();
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return;
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}
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operationTipBuilder.Append(TranslationServer.Translate(InputMap.ActionGetEvents("ui_left")[0].AsText()));
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operationTipBuilder.Append(TranslationServer.Translate("move_left"));
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operationTipBuilder.Append(' ');
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operationTipBuilder.Append(TranslationServer.Translate(InputMap.ActionGetEvents("ui_right")[0].AsText()));
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operationTipBuilder.Append(TranslationServer.Translate("move_right"));
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operationTipBuilder.Append(' ');
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operationTipBuilder.Append(TranslationServer.Translate(InputMap.ActionGetEvents("ui_up")[0].AsText()));
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operationTipBuilder.Append(TranslationServer.Translate("jump"));
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if (CollidingWithPlatform)
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{
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operationTipBuilder.Append(' ');
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operationTipBuilder.Append(TranslationServer.Translate(InputMap.ActionGetEvents("ui_down")[0].AsText()));
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operationTipBuilder.Append(TranslationServer.Translate("jump_down"));
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}
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if (CurrentItem != null)
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{
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operationTipBuilder.Append(' ');
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operationTipBuilder.Append(TranslationServer.Translate(InputMap.ActionGetEvents("throw")[0].AsText()));
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operationTipBuilder.Append(TranslationServer.Translate("throw"));
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if (CurrentItem is WeaponTemplate weaponTemplate)
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{
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operationTipBuilder.Append(TranslationServer.Translate(weaponTemplate.Name));
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//提示武器攻击
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operationTipBuilder.Append(' ');
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operationTipBuilder.Append(
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TranslationServer.Translate(InputMap.ActionGetEvents("use_item")[0].AsText()));
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operationTipBuilder.Append(TranslationServer.Translate("use_item"));
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operationTipBuilder.Append(TranslationServer.Translate(weaponTemplate.Name));
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}
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}
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GameSceneNodeHolder.OperationTipLabel.Text = operationTipBuilder.ToString();
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}
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protected override void HookPhysicsProcess(ref Vector2 velocity, double delta)
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{
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//在平台检测射线与平台碰撞状态改变时
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if (PlatformDetectionRayCast2D.IsColliding() != CollidingWithPlatform)
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{
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//当状态改变时,更新操作提示
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CollidingWithPlatform = PlatformDetectionRayCast2D.IsColliding();
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UpdateOperationTip();
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}
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//如果角色正在地面上,按下跳跃键时,给予一个向上的速度
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if (Input.IsActionJustPressed("ui_up") && IsOnFloor())
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velocity.Y = JumpVelocity;
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//左右移动
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var axis = Input.GetAxis("ui_left", "ui_right");
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velocity.X = axis * Speed;
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//使用物品
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if (Input.IsActionPressed("use_item"))
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{
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UseItem(GetGlobalMousePosition());
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}
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//捡起物品
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if (Input.IsActionJustPressed("pick_up"))
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{
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PickUpAction();
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}
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if (Input.IsActionJustPressed("ui_down"))
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{
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if (CollidingWithPlatform)
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{
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//当角色站在平台上按下 ui_down 键时,我们取消角色与平台的碰撞
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var timer = new Timer();
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AddChild(timer);
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timer.WaitTime = PlatformCollisionRecoveryTime;
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timer.OneShot = true;
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timer.Start();
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timer.Timeout += () =>
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{
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SetCollisionMaskValue(Config.LayerNumber.Platform, true);
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timer.QueueFree();
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};
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SetCollisionMaskValue(Config.LayerNumber.Platform, false);
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}
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}
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//抛出物品时,显示抛物线
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if (Input.IsActionPressed("throw"))
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{
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if (CurrentItem != null)
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{
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Parabola.Points =
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ParabolicUtils.ComputeParabolic(ItemMarker2D.Position, GetThrowVelocity(), gravity, 0.1f);
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}
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}
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//抬起手时,抛出物品
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if (Input.IsActionJustReleased("throw"))
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{
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if (CurrentItem != null)
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{
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Parabola.Points = new[] { Vector2.Zero };
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CurrentItem.Reparent(GameSceneNodeHolder.WeaponContainer);
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if (CurrentItem is WeaponTemplate weaponTemplate)
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{
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var timer = new Timer();
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weaponTemplate.AddChild(timer);
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timer.WaitTime = ItemCollisionRecoveryTime;
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timer.OneShot = true;
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timer.Timeout += () =>
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{
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//We cannot immediately resume the physical collision when the weapon is discharged, which will cause the weapon to collide with the ground and platform earlier, preventing the weapon from flying.
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//仍出武器时,我们不能立即恢复物理碰撞,立即恢复会导致武器更早的与地面和平台碰撞,阻止武器的飞行。
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weaponTemplate.EnableContactInjury = true;
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weaponTemplate.SetCollisionMaskValue(Config.LayerNumber.Ground, true);
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weaponTemplate.SetCollisionMaskValue(Config.LayerNumber.Platform, true);
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timer.QueueFree();
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};
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timer.Start();
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weaponTemplate.Sleeping = false;
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weaponTemplate.LinearVelocity = Vector2.Zero;
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}
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if (CurrentItem is CharacterBody2D characterBody2D)
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{
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characterBody2D.Velocity = GetThrowVelocity();
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}
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if (CurrentItem is RigidBody2D rigidBody2D)
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{
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rigidBody2D.LinearVelocity = GetThrowVelocity();
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}
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CurrentItem = null;
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TotalNumberOfPickups++;
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UpdateOperationTip();
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}
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}
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}
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private async Task PickUpAction()
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{
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var success = PickItem(PickAbleItem);
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if (success)
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{
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//在背包内添加物品
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var dataPackDbContext = DataBaseManager.GetRequiredService<DataPackDbContext>();
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var itemInfoDbSet = dataPackDbContext.ItemInfo;
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var query = from itemInfoData in itemInfoDbSet
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where itemInfoData.Id == "staffOfTheDead" && itemInfoData.Namespace == Config.DefaultNamespace
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select itemInfoData;
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var itemInfo = query.FirstOrDefault();
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if (itemInfo != null)
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{
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var item = new LocalItem(itemInfo);
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GameSceneNodeHolder.HotBar.AddItem(item);
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}
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PickAbleItem = null;
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TotalNumberOfPickups--;
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if (FloatLabel != null)
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{
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FloatLabel.QueueFree();
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FloatLabel = null;
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}
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UpdateOperationTip();
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}
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}
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private Vector2 GetThrowVelocity()
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{
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//我们拿到鼠标的位置,将其归一化处理,然后乘以玩家可扔出的距离
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return GetLocalMousePosition().Normalized() * throwingVelocity;
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}
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public override void _Process(double delta)
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{
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AimTheCurrentItemAtAPoint(GetGlobalMousePosition());
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var itemMarker2DPosition = ItemMarker2D.Position;
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var axis = Input.GetAxis("ui_left", "ui_right");
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switch (axis)
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{
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case -1:
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//-1,向左移动
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FacingLeft = true;
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itemMarker2DPosition.X = -ReadOnlyItemMarkerOriginalX;
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Flip();
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break;
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case 1:
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//1,向右移动
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FacingLeft = false;
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itemMarker2DPosition.X = ReadOnlyItemMarkerOriginalX;
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Flip();
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break;
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default:
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//0,没有按下时
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break;
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}
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ItemMarker2D.Position = itemMarker2DPosition;
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}
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protected override void Flip()
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{
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base.Flip();
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//如果有武器的话,也要翻转
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if (CurrentItem != null)
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{
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if (CurrentItem is WeaponTemplate weapon)
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{
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weapon.Flip(FacingLeft);
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}
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}
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}
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protected override void EnterThePickingRangeBody(Node node)
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{
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if (node is not Node2D)
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{
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return;
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}
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var node2D = node as Node2D;
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TotalNumberOfPickups++;
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PickAbleItem = node2D;
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if (FloatLabel != null)
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{
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FloatLabel.QueueFree();
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}
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FloatLabel = (Control)FloatLabelPackedScene.Instantiate();
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var rotationDegreesNode2D = node2D.RotationDegrees;
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var rotationDegreesNode2DAbs = Math.Abs(rotationDegreesNode2D);
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if (rotationDegreesNode2DAbs > 90)
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{
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FloatLabel.Position = new Vector2(0, promptTextDistance);
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}
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else
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{
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FloatLabel.Position = new Vector2(0, -promptTextDistance);
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}
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FloatLabel.RotationDegrees = 0 - rotationDegreesNode2D;
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var label = FloatLabel.GetNode<Label>("Label");
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if (node is WeaponTemplate weapon)
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{
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var stringBuilder = new StringBuilder();
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if (weapon.Owner != null)
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{
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if (weapon.Owner is CharacterTemplate characterTemplate)
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{
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stringBuilder.Append(characterTemplate.CharacterName);
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stringBuilder.Append(TranslationServer.Translate("de"));
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}
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}
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stringBuilder.Append(TranslationServer.Translate(weapon.Name));
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label.Text = stringBuilder.ToString();
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}
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node.AddChild(FloatLabel);
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UpdateOperationTip();
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}
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protected override void ExitThePickingRangeBody(Node node)
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{
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if (node is not Node2D)
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{
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return;
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}
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TotalNumberOfPickups--;
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if (TotalNumberOfPickups == 0)
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{
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//如果没有可捡的物品了,设置为null
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PickAbleItem = null;
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}
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if (FloatLabel != null)
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{
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FloatLabel.QueueFree();
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FloatLabel = null;
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}
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UpdateOperationTip();
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}
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protected override void OnHit(DamageTemplate damageTemplate)
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{
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base.OnHit(damageTemplate);
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GameSceneNodeHolder.HealthBarUi.CurrentHp = CurrentHp;
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}
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} |