82 lines
2.8 KiB
C#
82 lines
2.8 KiB
C#
using ColdMint.scripts.projectile;
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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.spell;
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/// <summary>
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/// <para>MultipleFireSpell</para>
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/// <para>多重射击法术</para>
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/// </summary>
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/// <remarks>
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///<para>Use this spell to create shotgun effects</para>
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///<para>通过此法术打造霰弹枪的效果</para>
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/// </remarks>
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public partial class MultipleFireSpell : SpellPickAble
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{
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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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[Export]
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public int NumberOfProjectiles { get; set; } = 3;
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/// <summary>
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/// <para>RandomAngle</para>
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/// <para>随机角度</para>
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/// </summary>
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[Export]
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public bool RandomAngle { get; set; }
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/// <summary>
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/// <para>Unit radian</para>
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/// <para>单位弧度</para>
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/// </summary>
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/// <remarks>
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///<para>Unit radian of correction for the projectile Angle.Suppose there are three bullets fired at once, and this is the arc between the two bullets.</para>
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///<para>对抛射体角度修正的单位弧度。假定有三颗子弹一次发射,这是两颗子弹之间的弧度。</para>
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/// </remarks>
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[Export]
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public float UnitRadian { get; set; } = 0.069813f;
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/// <summary>
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/// <para>initial Radian</para>
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/// <para>起始弧度</para>
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/// </summary>
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///<remarks>
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///<para>The Angle of the first bullet, and subsequent bullets will be offset in unit radians.</para>
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///<para>第一颗子弹的角度,随后的子弹会以单位弧度偏移。</para>
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/// </remarks>
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private float _initialRadian;
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private float _maxRadian;
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private int _oldNumberOfProjectiles;
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public override void ModifyWeapon(ProjectileWeapon projectileWeapon)
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{
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base.ModifyWeapon(projectileWeapon);
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_oldNumberOfProjectiles = projectileWeapon.NumberOfProjectiles;
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projectileWeapon.NumberOfProjectiles = NumberOfProjectiles;
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_initialRadian = -(NumberOfProjectiles / 2f * UnitRadian);
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_maxRadian = NumberOfProjectiles * UnitRadian;
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}
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public override void RestoreWeapon(ProjectileWeapon projectileWeapon)
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{
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base.RestoreWeapon(projectileWeapon);
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projectileWeapon.NumberOfProjectiles = _oldNumberOfProjectiles;
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}
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public override void ModifyProjectile(int index, Projectile projectile, ref Vector2 velocity)
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{
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base.ModifyProjectile(index, projectile, ref velocity);
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if (RandomAngle)
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{
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velocity = velocity.Rotated(_initialRadian + _maxRadian * RandomUtils.Instance.NextSingle());
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}
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else
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{
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velocity = velocity.Rotated(_initialRadian + UnitRadian * index);
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}
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}
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} |