224 lines
6.2 KiB
C#
224 lines
6.2 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 ColdMint.scripts.debug;
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using Godot;
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namespace ColdMint.scripts.projectile;
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/// <summary>
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/// <para>Projectile template</para>
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/// <para>抛射体模板</para>
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/// </summary>
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public partial class ProjectileTemplate : CharacterBody2D
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{
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protected Timer _timer;
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protected double _life;
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//The durability of the projectile
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//抛射体的耐久度
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//When the projectile hits the object, the durability will be reduced, and when the durability is less than or equal to 0, the projectile will be destroyed
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//当抛射体撞击到物体时,会减少耐久度,当耐久度小于等于0时,销毁抛射体
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protected double _durability;
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protected int _maxDamage;
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protected int _minDamage;
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protected int _damageType;
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//We use the Time node to specify when to destroy the projectile
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//我们用Time节点来指定何时销毁抛射体
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private Timer timer;
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/// <summary>
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/// <para>The impact area of the bullet</para>
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/// <para>子弹的碰撞区域</para>
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/// </summary>
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protected Area2D _area2D;
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/// <summary>
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/// <para>knockback</para>
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/// <para>击退</para>
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/// </summary>
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/// <remarks>
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///<para>How much force does it have when hitting the character? Unit: Number of cells,The X direction of the force is inferred automatically.</para>
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///<para>当击中角色时带有多大的力?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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protected Vector2 _knockbackForce;
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public float Speed
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{
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get => GetMeta("Speed", "15").AsSingle();
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}
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/// <summary>
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/// <para>The master of the weapon</para>
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/// <para>武器的主人</para>
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/// </summary>
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public Node2D Owner { get; set; }
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public override void _Ready()
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{
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//子弹的碰撞检测区域
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_area2D = GetNode<Area2D>("CollisionDetectionArea");
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_area2D.Monitoring = true;
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_area2D.BodyEntered += OnBodyEnter;
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_area2D.BodyExited += OnBodyExited;
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_durability = GetMeta("Durability", "1").AsDouble();
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_maxDamage = GetMeta("MaxDamage", "7").AsInt32();
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_minDamage = GetMeta("MinDamage", "5").AsInt32();
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_damageType = GetMeta("DamageType", Config.DamageType.Physical).AsInt32();
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_knockbackForce = GetMeta("Knockback", Vector2.Zero).AsVector2();
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//子弹的存在时间
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_life = GetMeta("Life", "10").AsDouble();
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//如果存在时间小于等于0,那么设置为存在10秒,禁止无限期存在的抛射体
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if (_life <= 0)
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{
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_life = 10;
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}
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_timer = new Timer();
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AddChild(_timer);
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_timer.WaitTime = _life;
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_timer.OneShot = true;
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_timer.Start();
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_timer.Timeout += OnTimeOut;
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}
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/// <summary>
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/// <para>Detect whether harm is allowed</para>
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/// <para>检测是否允许造成伤害</para>
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/// </summary>
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/// <param name="owner"></param>
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/// <param name="target"></param>
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/// <returns></returns>
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private bool CanCauseHarm(Node2D owner, Node2D target)
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{
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//We must know who the owner of the bullet is in order to determine whether it should cause damage or not
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//我们必须知道子弹的主人是谁,才能判断是否应该造成伤害
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if (owner == null)
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{
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return false;
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}
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if (owner is not CharacterTemplate ownerCharacterTemplate)
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{
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return false;
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}
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if (target is TileMap)
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{
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//When we hit the tile, we return true in order to place the bullet through the tile.
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//撞击到瓦片时,我们返回true,是为了放置子弹穿透瓦片。
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return true;
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}
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if (target is not CharacterTemplate characterTemplate)
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{
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return false;
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}
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//First get the owner's camp and compare it with the target camp
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//先获取主人的阵营与目标阵营进行比较
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var canCauseHarm = CampManager.CanCauseHarm(CampManager.GetCamp(ownerCharacterTemplate.CampId),
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CampManager.GetCamp(characterTemplate.CampId));
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return canCauseHarm;
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}
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/// <summary>
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/// <para>Executive injury treatment</para>
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/// <para>执行伤害处理</para>
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/// </summary>
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/// <param name="owner"></param>
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/// <param name="target"></param>
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private void DoDamage(Node2D owner, Node2D target)
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{
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if (target is not CharacterTemplate characterTemplate)
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{
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return;
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}
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//Allow damage to be caused
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//允许造成伤害
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var damage = new Damage();
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damage.Attacker = owner;
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damage.MaxDamage = _maxDamage;
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damage.MinDamage = _minDamage;
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damage.CreateDamage();
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damage.MoveLeft = Velocity.X < 0;
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damage.Type = _damageType;
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characterTemplate.Damage(damage);
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if (_knockbackForce != Vector2.Zero)
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{
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//If we set the attack force, then apply the force to the object
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//如果我们设置了攻退力,那么将力应用到对象上
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var force = new Vector2();
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var forceX = Math.Abs(_knockbackForce.X);
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if (Velocity.X < 0)
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{
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//Beat back to port
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//向左击退
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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 = _knockbackForce.Y * Config.CellSize;
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characterTemplate.AddForce(force);
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}
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}
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/// <summary>
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/// <para>When the bullet is in contact with the node</para>
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/// <para>当子弹与节点接触时</para>
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/// </summary>
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/// <param name="node"></param>
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protected virtual void OnBodyEnter(Node2D node)
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{
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//Here we test whether harm is allowed, notice that for TileMap, we directly allow harm.
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//这里我们检测是否允许造成伤害,注意对于TileMap,我们直接允许造成伤害。
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var canCauseHarm = CanCauseHarm(Owner, node);
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if (!canCauseHarm)
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{
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return;
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}
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DoDamage(Owner, node);
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//Please specify in the Mask who the bullet will collide with
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//请在Mask内配置子弹会和谁碰撞
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//When a bullet hits an object, its durability decreases
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//子弹撞击到物体时,耐久度减少
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_durability--;
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if (_durability <= 0)
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{
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//When the durability is less than or equal to 0, destroy the bullet
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//当耐久度小于等于0时,销毁子弹
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QueueFree();
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}
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}
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/// <summary>
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/// <para>When the bullet leaves the node</para>
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/// <para>当子弹离开节点时</para>
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/// </summary>
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/// <param name="node"></param>
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protected virtual void OnBodyExited(Node2D node)
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{
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}
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/// <summary>
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/// <para>When beyond the time of existence</para>
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/// <para>当超过存在时间</para>
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/// </summary>
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private void OnTimeOut()
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{
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QueueFree();
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}
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public override void _PhysicsProcess(double delta)
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{
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MoveAndSlide();
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}
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}
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