162 lines
5.2 KiB
C#
162 lines
5.2 KiB
C#
using Godot;
|
||
|
||
namespace ColdMint.scripts.damage;
|
||
|
||
/// <summary>
|
||
/// <para>Node representing the damage number</para>
|
||
/// <para>表示伤害数字的节点</para>
|
||
/// </summary>
|
||
public partial class DamageNumberNodeSpawn : Marker2D
|
||
{
|
||
private PackedScene? _damageNumberPackedScene;
|
||
private Node2D? _rootNode;
|
||
|
||
/// <summary>
|
||
/// <para>The vector in the negative direction</para>
|
||
/// <para>负方向的向量</para>
|
||
/// </summary>
|
||
private Vector2 _negativeVector;
|
||
|
||
/// <summary>
|
||
/// <para>Vector in the positive direction</para>
|
||
/// <para>正方向的向量</para>
|
||
/// </summary>
|
||
private Vector2 _positiveVector;
|
||
|
||
/// <summary>
|
||
/// <para>物理渐变色</para>
|
||
/// <para>physical Gradient</para>
|
||
/// </summary>
|
||
private Gradient? _physicalGradient;
|
||
|
||
/// <summary>
|
||
/// <para>魔法渐变色</para>
|
||
/// <para>magic Gradient</para>
|
||
/// </summary>
|
||
private Gradient? _magicGradient;
|
||
|
||
/// <summary>
|
||
/// <para>默认渐变色</para>
|
||
/// <para>default Gradient</para>
|
||
/// </summary>
|
||
private Gradient? _defaultGradient;
|
||
|
||
|
||
public override void _Ready()
|
||
{
|
||
base._Ready();
|
||
_damageNumberPackedScene = GD.Load("res://prefab/ui/DamageNumber.tscn") as PackedScene;
|
||
_rootNode = GetNode<Node2D>("/root/Game/DamageNumberContainer");
|
||
//The horizontal velocity is in the X positive direction
|
||
//水平速度的X正方向
|
||
var horizontalVelocityPositiveDirection = Config.CellSize * Config.HorizontalSpeedOfDamageNumbers;
|
||
//Horizontal velocity in the negative X direction
|
||
//水平速度的X负方向
|
||
var horizontalVelocityNegativeDirection = -horizontalVelocityPositiveDirection;
|
||
//vertical height
|
||
//垂直高度
|
||
var verticalHeight = -Config.CellSize * Config.VerticalVelocityOfDamageNumbers;
|
||
//Compute left and right vectors
|
||
//计算左右向量
|
||
_negativeVector = new Vector2(horizontalVelocityNegativeDirection, verticalHeight);
|
||
_positiveVector = new Vector2(horizontalVelocityPositiveDirection, verticalHeight);
|
||
_physicalGradient = new Gradient();
|
||
//Physical color from OpenColor2 to OpenColor6 (red)
|
||
//物理色 从OpenColor2 到 OpenColor6(红色)
|
||
_physicalGradient.SetColor(0, new Color("#ffc9c9"));
|
||
_physicalGradient.SetColor(1, new Color("#fa5252"));
|
||
_magicGradient = new Gradient();
|
||
//Magic Color from OpenColor2 to OpenColor6(Purple)
|
||
//魔法色 从OpenColor2 到 OpenColor6(紫色)
|
||
_magicGradient.SetColor(0, new Color("#d0bfff"));
|
||
_magicGradient.SetColor(1, new Color("#7950f2"));
|
||
_defaultGradient = new Gradient();
|
||
//default behavior
|
||
//默认行为
|
||
_defaultGradient.SetColor(0, new Color("#ff8787"));
|
||
_defaultGradient.SetColor(1, new Color("#fa5252"));
|
||
}
|
||
|
||
/// <summary>
|
||
/// <para>Added a damage digital node</para>
|
||
/// <para>添加伤害数字节点</para>
|
||
/// </summary>
|
||
/// <param name="damageNumber"></param>
|
||
private void AddDamageNumberNode(Node2D damageNumber)
|
||
{
|
||
_rootNode?.AddChild(damageNumber);
|
||
}
|
||
|
||
/// <summary>
|
||
/// <para>Show damage</para>
|
||
/// <para>显示伤害</para>
|
||
/// </summary>
|
||
/// <param name="damageTemplate"></param>
|
||
public void Display(DamageTemplate damageTemplate)
|
||
{
|
||
if (_rootNode == null || _damageNumberPackedScene == null)
|
||
{
|
||
return;
|
||
}
|
||
|
||
if (_damageNumberPackedScene.Instantiate() is not DamageNumber damageNumber)
|
||
{
|
||
return;
|
||
}
|
||
|
||
CallDeferred("AddDamageNumberNode", damageNumber);
|
||
damageNumber.Position = GlobalPosition;
|
||
if (damageTemplate.MoveLeft)
|
||
{
|
||
damageNumber.SetVelocity(_negativeVector);
|
||
}
|
||
else
|
||
{
|
||
damageNumber.SetVelocity(_positiveVector);
|
||
}
|
||
|
||
var damageLabel = damageNumber.GetNode<Label>("Label");
|
||
if (damageLabel == null)
|
||
{
|
||
return;
|
||
}
|
||
|
||
damageLabel.Text = damageTemplate.Damage.ToString();
|
||
var labelSettings = new LabelSettings();
|
||
var offset = damageTemplate.Damage / (float)damageTemplate.MaxDamage;
|
||
var gradient = GetDamageColorByType(damageTemplate.Type);
|
||
if (gradient != null)
|
||
{
|
||
labelSettings.FontColor = gradient.Sample(offset);
|
||
}
|
||
|
||
if (damageTemplate.IsCriticalStrike)
|
||
{
|
||
labelSettings.FontSize = Config.CritDamageTextSize;
|
||
}
|
||
else
|
||
{
|
||
labelSettings.FontSize = Config.NormalDamageTextSize;
|
||
}
|
||
|
||
damageLabel.LabelSettings = labelSettings;
|
||
damageLabel.Position = Vector2.Zero;
|
||
}
|
||
|
||
|
||
/// <summary>
|
||
/// <para>Gets text color based on damage type</para>
|
||
/// <para>根据伤害类型获取文本颜色</para>
|
||
/// </summary>
|
||
/// <param name="type"></param>
|
||
/// <returns></returns>
|
||
private Gradient? GetDamageColorByType(int type)
|
||
{
|
||
return type switch
|
||
{
|
||
Config.DamageType.Physical => _physicalGradient,
|
||
Config.DamageType.Magic => _magicGradient,
|
||
_ => _defaultGradient
|
||
};
|
||
}
|
||
} |