Traveller/scripts/character/Player.cs
Cold-Mint 929dfb5f2f
Unified Resource loading api, projectile weapon allows to configure spells.
统一资源加载的api,抛射体武器允许配置法术。
2024-10-09 10:49:10 +08:00

326 lines
10 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

using System.Threading.Tasks;
using ColdMint.scripts.damage;
using ColdMint.scripts.deathInfo;
using ColdMint.scripts.debug;
using ColdMint.scripts.inventory;
using ColdMint.scripts.map.events;
using ColdMint.scripts.utils;
using ColdMint.scripts.pickable;
using Godot;
namespace ColdMint.scripts.character;
/// <summary>
/// <para>玩家角色</para>
/// </summary>
public partial class Player : CharacterTemplate
{
//Empty object projectile
//空的物品抛射线
private readonly Vector2[] _emptyVector2Array = [Vector2.Zero];
//抛物线
private Line2D? _parabola;
//用于检测玩家是否站在平台上的射线
private RayCast2D? _platformDetectionRayCast2D;
//抛出物品的飞行速度
private float _throwingVelocity = Config.CellSize * 13;
//射线是否与平台碰撞
private bool _collidingWithPlatform;
//How long does it take for the character to recover from a collision with the platform after jumping off the platform (in seconds)
//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)
private double _platformCollisionRecoveryTime = 0.2f;
public override void _Ready()
{
base._Ready();
CharacterName = TranslationServerUtils.Translate("default_player_name");
LogCat.LogWithFormat("player_spawn_debug", LogCat.LogLabel.Default, LogCat.UploadFormat, ReadOnlyCharacterName,
GlobalPosition);
_parabola = GetNode<Line2D>("Parabola");
_platformDetectionRayCast2D = GetNode<RayCast2D>("PlatformDetectionRayCast");
var healthBarUi = GameSceneDepend.HealthBarUi;
if (healthBarUi != null)
{
healthBarUi.MaxHp = MaxHp;
healthBarUi.CurrentHp = CurrentHp;
}
//Mount the camera.
//挂载相机。
var mainCameraPackedScene = ResourceLoader.Load<PackedScene>("res://prefab/MainCamera.tscn");
var camera2D = NodeUtils.InstantiatePackedScene<Camera2D>(mainCameraPackedScene);
if (camera2D != null)
{
NodeUtils.CallDeferredAddChild(this, camera2D);
}
}
protected override void WhenBindItemContainer(IItemContainer? itemContainer)
{
if (itemContainer == null)
{
return;
}
//Subscribe to events when the item container is bound to the player.
//在物品容器与玩家绑定时订阅事件。
itemContainer.SelectedItemChangeEvent += SelectedItemChangeEvent;
}
public override void _ExitTree()
{
base._ExitTree();
if (ProtectedItemContainer != null)
{
//Unsubscribe to events when this object is destroyed.
//此节点被销毁时,取消订阅事件。
ProtectedItemContainer.SelectedItemChangeEvent -= SelectedItemChangeEvent;
}
}
private void SelectedItemChangeEvent(SelectedItemChangeEvent selectedItemChangeEvent)
{
var item = selectedItemChangeEvent.NewItem;
if (item is Node2D node2D)
{
CurrentItem = node2D;
}
else
{
CurrentItem = null;
}
}
public override void _MouseEnter()
{
}
public override void _MouseExit()
{
}
protected override void HookPhysicsProcess(ref Vector2 velocity, double delta)
{
//When the collision state between the platform detection ray and the platform changes
//在平台检测射线与平台碰撞状态改变时
if (_platformDetectionRayCast2D != null && _platformDetectionRayCast2D.IsColliding() != _collidingWithPlatform)
{
_collidingWithPlatform = _platformDetectionRayCast2D.IsColliding();
}
//If the character is on the ground, give an upward velocity when the jump button is pressed
//如果角色正在地面上,按下跳跃键时,给予一个向上的速度
if (Input.IsActionJustPressed("ui_up") && IsOnFloor())
velocity.Y = JumpVelocity;
//Moving left and right
//左右移动
var axis = Input.GetAxis("ui_left", "ui_right");
velocity.X = axis * Speed * Config.CellSize * ProtectedSpeedScale;
//Use items
//使用物品
if (Input.IsActionPressed("use_item"))
{
UseItem(GetGlobalMousePosition());
}
//Pick up an item
//捡起物品
if (Input.IsActionJustPressed("pick_up"))
{
var pickAbleItem = FindTheNearestItem();
var success = PickItem(pickAbleItem);
if (success)
{
if (pickAbleItem != null)
{
PickingRangeBodiesList?.Remove(pickAbleItem);
}
}
}
if (Input.IsActionJustPressed("ui_down"))
{
if (_collidingWithPlatform)
{
//When the character stands on the platform and presses the ui_down key, we cancel the collision between the character and the platform
//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
var timer = new Timer();
AddChild(timer);
timer.WaitTime = _platformCollisionRecoveryTime;
timer.OneShot = true;
timer.Start();
timer.Timeout += () =>
{
SetCollisionMaskValue(Config.LayerNumber.Platform, true);
timer.QueueFree();
};
SetCollisionMaskValue(Config.LayerNumber.Platform, false);
}
}
//Display a parabola when an item is thrown
//抛出物品时,显示抛物线
if (Input.IsActionPressed("throw"))
{
if (_parabola == null)
{
return;
}
if (ItemMarker2D == null)
{
//Cannot get the marked location of the item, then do not draw a line
//无法获取物品的标记位置,那么不绘制线
return;
}
_parabola.Points = CurrentItem == null
? _emptyVector2Array
: ParabolicUtils.ComputeParabolic(ItemMarker2D.Position, GetThrowVelocity(), Gravity, 0.1f);
}
//When you raise your hand, throw the object
//抬起手时,抛出物品
if (Input.IsActionJustReleased("throw"))
{
if (ItemContainer == null)
{
return;
}
if (_parabola != null)
{
_parabola.Points = [Vector2.Zero];
}
ThrowItem(ItemContainer.GetSelectIndex(), 1, GetThrowVelocity());
CurrentItem = null;
}
}
/// <summary>
/// <para>当玩家手动抛出物品时,施加到物品上的速度值</para>
/// </summary>
/// <returns></returns>
private Vector2 GetThrowVelocity()
{
//We take the mouse position, normalize it, and then multiply it by the distance the player can throw
//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
return GetLocalMousePosition().Normalized() * _throwingVelocity;
}
public override void _Process(double delta)
{
if (!Visible)
{
return;
}
AimTheCurrentItemAtAPoint(GetGlobalMousePosition());
var itemMarker2DPosition = Vector2.Zero;
if (ItemMarker2D != null)
{
itemMarker2DPosition = ItemMarker2D.Position;
}
var axis = Input.GetAxis("ui_left", "ui_right");
switch (axis)
{
case -1:
//Minus 1, we move to the left
//-1向左移动
FacingLeft = true;
if (ItemMarker2D != null)
{
itemMarker2DPosition.X = -ReadOnlyItemMarkerOriginalX;
}
Flip();
break;
case 1:
//1, move to the right
//1向右移动
FacingLeft = false;
if (ItemMarker2D != null)
{
itemMarker2DPosition.X = ReadOnlyItemMarkerOriginalX;
}
Flip();
break;
}
if (ItemMarker2D != null)
{
ItemMarker2D.Position = itemMarker2DPosition;
}
}
protected override void Flip()
{
base.Flip();
//If there is a weapon, flip it too
//如果有武器的话,也要翻转
if (CurrentItem is PickAbleTemplate pickAbleTemplate)
{
pickAbleTemplate.Flip(FacingLeft);
}
}
public override void Revive(int newHp)
{
base.Revive(newHp);
var healthBarUi = GameSceneDepend.HealthBarUi;
if (healthBarUi != null)
{
//The purpose of setting Hp to the current Hp is to cause the life bar to refresh.
//将Hp设置为当前Hp的目的是使生命条刷新。
healthBarUi.CurrentHp = CurrentHp;
}
ProcessMode = ProcessModeEnum.Inherit;
Show();
}
/// <summary>
/// <para>When the player dies</para>
/// <para>当玩家死亡的时候</para>
/// </summary>
/// <param name="damageTemplate"></param>
protected override async Task OnDie(DamageTemplate damageTemplate)
{
Hide();
ProcessMode = ProcessModeEnum.Disabled;
if (EventBus.GameOverEvent == null)
{
return;
}
var gameOverEvent = new GameOverEvent();
if (damageTemplate.Attacker != null)
{
gameOverEvent.DeathInfo = await DeathInfoGenerator.GenerateDeathInfo(this, damageTemplate.Attacker);
}
EventBus.GameOverEvent.Invoke(gameOverEvent);
}
protected override void OnHit(DamageTemplate damageTemplate)
{
base.OnHit(damageTemplate);
var healthBarUi = GameSceneDepend.HealthBarUi;
if (healthBarUi != null)
{
healthBarUi.CurrentHp = CurrentHp;
}
}
}