251 lines
7.8 KiB
C#
251 lines
7.8 KiB
C#
using System.Collections.Generic;
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using ColdMint.scripts.debug;
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using ColdMint.scripts.inventory;
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using ColdMint.scripts.map.events;
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using ColdMint.scripts.projectile;
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using ColdMint.scripts.utils;
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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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/// <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]
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private int _numberSlots;
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/// <summary>
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/// <para>How many projectiles are generated per fire</para>
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/// <para>每次开火生成多少个抛射体</para>
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/// </summary>
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public int NumberOfProjectiles { get; set; } = 1;
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private readonly List<ISpell> _spells = new();
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/// <summary>
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/// <para>Saves the position of a spell with projectile generation</para>
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/// <para>保存具有抛射体生成能力的法术位置</para>
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/// </summary>
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private readonly List<int> _spellProjectileIndexes = new();
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/// <summary>
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/// <para>Whether to fire spells in sequence</para>
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/// <para>是否按顺序发射法术</para>
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/// </summary>
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[Export]
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private bool _fireSequentially;
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/// <summary>
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/// <para>The index used the last time a spell was cast</para>
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/// <para>上次发射法术时采用的索引</para>
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/// </summary>
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private int _lastUsedProjectileMagicIndex;
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/// <summary>
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/// <para>Get next index</para>
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/// <para>获取下次索引</para>
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/// </summary>
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/// <returns></returns>
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private int GetNextProjectileMagicIndex()
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{
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if (_fireSequentially)
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{
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_lastUsedProjectileMagicIndex++;
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if (_lastUsedProjectileMagicIndex >= _spellProjectileIndexes.Count)
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{
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return 0;
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}
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return _lastUsedProjectileMagicIndex;
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}
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else
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{
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return RandomUtils.Instance.Next(0, _spellProjectileIndexes.Count);
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}
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}
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/// <summary>
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/// <para>Gets the loading range of the spell</para>
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/// <para>获取法术的加载范围</para>
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/// </summary>
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/// <returns></returns>
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private int[] GetSpellScope()
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{
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var index = GetNextProjectileMagicIndex();
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var endIndex = _spellProjectileIndexes[index];
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if (index > 0)
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{
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//And the previous index can set the starting position.(The starting position is increased by 1 to avoid using spells with projectile generation as starting points.)
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//还有前面的索引可设定起始位置。(这里起始位置加1是为了避免 具有抛射体生成能力的法术 作为起点。)
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var startIndex = _spellProjectileIndexes[index - 1] + 1;
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return [startIndex, endIndex];
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}
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else
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{
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return
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[
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0, endIndex
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];
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}
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}
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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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if (SelfItemContainer == null)
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{
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SelfItemContainer = new UniversalItemContainer(_numberSlots);
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SelfItemContainer.AllowAddingItemByType(Config.ItemType.Spell);
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}
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}
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/// <summary>
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/// <para>Update spell cache</para>
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/// <para>更新法术缓存</para>
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/// </summary>
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/// <remarks>
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///<para>This will parse available spells from inside the item container.</para>
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///<para>这将从物品容器内解析可用的法术。</para>
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/// </remarks>
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public void UpdateSpellCache()
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{
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if (SelfItemContainer == null)
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{
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return;
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}
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_spells.Clear();
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_spellProjectileIndexes.Clear();
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var totalCapacity = SelfItemContainer.GetTotalCapacity();
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for (var i = 0; i < totalCapacity; i++)
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{
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var item = SelfItemContainer.GetItem(i);
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if (item == null)
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{
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continue;
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}
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if (item is not ISpell spell)
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{
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continue;
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}
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_spells.Add(spell);
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var packedScene = spell.GetProjectile();
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if (packedScene != null)
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{
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//Has the ability to generate projectiles.
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//拥有抛射体生成能力。
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_spellProjectileIndexes.Add(_spells.Count - 1);
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}
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}
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}
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private void OnItemDataChangeEvent(ItemDataChangeEvent itemDataChangeEvent)
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{
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UpdateSpellCache();
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}
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public override void _EnterTree()
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{
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base._EnterTree();
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if (SelfItemContainer != null)
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{
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SelfItemContainer.ItemDataChangeEvent += OnItemDataChangeEvent;
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}
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}
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public override void _ExitTree()
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{
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base._ExitTree();
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if (SelfItemContainer != null)
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{
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SelfItemContainer.ItemDataChangeEvent -= OnItemDataChangeEvent;
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}
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}
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protected override bool 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 false;
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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 false;
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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 false;
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}
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if (_spellProjectileIndexes.Count == 0)
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{
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LogCat.LogError("projectile_generate_magic_is_null");
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return false;
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}
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var spellScope = GetSpellScope();
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//The final spell is a projectile generator.
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//最后的法术是拥有抛射体生成能力的。
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var spellProjectile = _spells[spellScope[1]];
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var packedScene = spellProjectile.GetProjectile();
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if (packedScene == null)
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{
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LogCat.LogError("projectile_scene_is_null");
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return false;
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}
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for (var i = spellScope[0]; i <= spellScope[1]; i++)
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{
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var spell = _spells[i];
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spell.ModifyWeapon(this);
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}
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for (var i = 0; i < NumberOfProjectiles; i++)
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{
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var projectile = NodeUtils.InstantiatePackedScene<Projectile>(packedScene);
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if (projectile == null)
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{
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LogCat.LogError("projectile_is_null");
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return false;
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}
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for (var s = spellScope[0]; s <= spellScope[1]; s++)
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{
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var spell = _spells[s];
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spell.ModifyProjectile(projectile);
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}
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NodeUtils.CallDeferredAddChild(GameSceneDepend.ProjectileContainer, projectile);
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projectile.Owner = owner;
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projectile.TargetNode = GameSceneDepend.TemporaryTargetNode;
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projectile.Velocity =
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_marker2D.GlobalPosition.DirectionTo(enemyGlobalPosition) * projectile.Speed;
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projectile.Position = _marker2D.GlobalPosition;
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}
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for (var i = spellScope[0]; i <= spellScope[1]; i++)
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{
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var spell = _spells[i];
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spell.RestoreWeapon(this);
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}
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return true;
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}
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} |