Traveller/scripts/character/CharacterTemplate.cs
Cold-Mint 801b3dd93b
Supports the use of mouse wheel to switch currently held items.
支持使用鼠标滚轮切换当前持有的物品了。
2024-05-04 22:59:46 +08:00

414 lines
13 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;
using System.Collections.Generic;
using ColdMint.scripts.camp;
using ColdMint.scripts.damage;
using ColdMint.scripts.health;
using ColdMint.scripts.weapon;
using Godot;
namespace ColdMint.scripts.character;
/// <summary>
/// <para>CharacterTemplate</para>
/// <para>角色模板</para>
/// </summary>
/// <remarks>
///<para>Behavior shared by all characters</para>
///<para>所有角色共有的行为</para>
/// </remarks>
public partial class CharacterTemplate : CharacterBody2D
{
// Get the gravity from the project settings to be synced with RigidBody nodes.
// 从项目设置中获取与RigidBody节点同步的重力。
protected float Gravity = ProjectSettings.GetSetting("physics/2d/default_gravity").AsSingle();
protected const float Speed = 300.0f;
protected const float JumpVelocity = -240;
public string? ReadOnlyCharacterName => CharacterName;
protected string? CharacterName;
//Items currently held
//当前持有的物品
public Node2D? CurrentItem;
//Define a pick up range
//定义一个拾起范围
private Area2D? _pickingArea;
private AnimatedSprite2D? _animatedSprite2D;
//A marker that defines the location of the item
//一个标记,定义物品的位置
protected Marker2D? ItemMarker2D;
//The original X-coordinate of the item marker
//物品标记的原始X坐标
private float _itemMarkerOriginalX;
protected float ReadOnlyItemMarkerOriginalX => _itemMarkerOriginalX;
//Face left?
//面向左边吗
public bool FacingLeft = false;
//The force added by the AddForce method
//由AddForce方法追加的力
private Vector2 _additionalForce = Vector2.Zero;
protected int CurrentHp;
//The initial health of the character after creation
//角色创建后的初始血量
private int _initialHp;
protected int MaxHp;
/// <summary>
/// <para>The camp ID of the role</para>
/// <para>角色的阵营ID</para>
/// </summary>
public string CampId = null!;
private DamageNumberNodeSpawn? _damageNumber;
private HealthBar? _healthBar;
private DateTime _lastDamageTime;
/// <summary>
/// <para>Pick up all items within range</para>
/// <para>拾捡范围内的所有物品</para>
/// </summary>
private List<Node>? _pickingRangeBodies;
public Node[] PickingRangeBodies => _pickingRangeBodies?.ToArray() ?? Array.Empty<Node>();
/// <summary>
/// <para>Get all weapons within range of the pick up</para>
/// <para>获取所有在拾捡范围内的武器</para>
/// </summary>
/// <returns></returns>
public WeaponTemplate[] GetCanPickedWeapon()
{
var weaponTemplates = new List<WeaponTemplate>();
foreach (var pickingRangeBody in PickingRangeBodies)
{
if (pickingRangeBody is not WeaponTemplate weaponTemplate) continue;
if (weaponTemplate.Owner != null)
{
continue;
}
weaponTemplates.Add(weaponTemplate);
}
return weaponTemplates.ToArray();
}
public override void _Ready()
{
base._Ready();
_pickingRangeBodies = new List<Node>();
CharacterName = GetMeta("Name", Name).AsString();
CampId = GetMeta("CampId", Config.CampId.Default).AsString();
MaxHp = GetMeta("MaxHp", Config.DefaultMaxHp).AsInt32();
if (MaxHp <= 0)
{
//If Max blood volume is 0 or less, set Max blood volume to 10
//若最大血量为0或小于0则将最大血量设置为10
MaxHp = Config.DefaultMaxHp;
}
_initialHp = GetMeta("InitialHp", "0").AsInt32();
if (_initialHp <= 0)
{
//If the initial blood volume is less than or equal to 0, the initial blood volume is set to the maximum blood volume
//若初始血量小于等于0则将初始血量设置为最大血量
_initialHp = MaxHp;
}
CurrentHp = _initialHp;
//The health bar of a creature may be null.
//生物的健康条可能为null。
_healthBar = GetNodeOrNull<HealthBar>("HealthBar");
if (_healthBar != null)
{
_healthBar.MaxValue = MaxHp;
}
ItemMarker2D = GetNode<Marker2D>("ItemMarker2D");
_itemMarkerOriginalX = ItemMarker2D.Position.X;
_animatedSprite2D = GetNode<AnimatedSprite2D>("AnimatedSprite2D");
_pickingArea = GetNode<Area2D>("Area2DPickingArea");
_damageNumber = GetNode<Marker2D>("DamageNumber") as DamageNumberNodeSpawn;
if (_pickingArea != null)
{
//If true, the zone will detect objects or areas entering and leaving the zone.
//如果为true该区域将检测进出该区域的物体或区域。
_pickingArea.Monitoring = true;
//Other regions cannot detect our pick region
//其他区域不能检测到我们的拾取区域
_pickingArea.Monitorable = false;
_pickingArea.BodyEntered += EnterThePickingRangeBody;
_pickingArea.BodyExited += ExitThePickingRangeBody;
}
}
/// <summary>
/// <para>Pick up the specified items</para>
/// <para>将指定物品拾起来</para>
/// </summary>
/// <param name="pickAbleItem"></param>
/// <returns>
///<para>Whether successfully picked up</para>
///<para>是否成功拾起</para>
/// </returns>
public bool PickItem(Node2D pickAbleItem)
{
if (CurrentItem == null)
{
if (pickAbleItem is WeaponTemplate weaponTemplate)
{
if (weaponTemplate.Owner != null && weaponTemplate.Owner != this)
{
return false;
}
weaponTemplate.Owner = this;
weaponTemplate.SetCollisionMaskValue(Config.LayerNumber.Platform, false);
weaponTemplate.SetCollisionMaskValue(Config.LayerNumber.Ground, false);
weaponTemplate.EnableContactInjury = false;
weaponTemplate.Sleeping = true;
}
pickAbleItem.Reparent(ItemMarker2D);
pickAbleItem.Position = Vector2.Zero;
CurrentItem = pickAbleItem;
return true;
}
return false;
}
/// <summary>
/// <para>Use what you have in your hand</para>
/// <para>使用手中的物品</para>
/// </summary>
public bool UseItem(Vector2 position)
{
if (CurrentItem == null)
{
return false;
}
if (CurrentItem is WeaponTemplate weaponTemplate)
{
weaponTemplate.Fire(this, position);
}
return true;
}
public override void _Process(double delta)
{
base._Process(delta);
//If the time difference between the last injury and the current time is greater than the time displayed in the health bar, the health bar is hidden
//如果上次受到伤害的时间与当前时间的时间差大于健康条显示时间,则隐藏健康条
var timeSpan = DateTime.Now - _lastDamageTime;
if (timeSpan > Config.HealthBarDisplaysTime)
{
if (_healthBar != null)
{
_healthBar.Visible = false;
}
}
}
/// <summary>
/// <para>Update the role's health bar</para>
/// <para>更新角色的健康条</para>
/// </summary>
private void UpDataHealthBar(DamageTemplate damageTemplate)
{
if (_healthBar == null)
{
return;
}
if (GameSceneNodeHolder.Player == null)
{
//We didn't know who the player was, so we showed it as a hostile color
//我们不知道玩家是谁,所以我们将其显示为敌对颜色
_healthBar.SetEnemyTones();
}
else
{
//If we set up a player node, then compare the injured party ID to the player's party ID
//如果我们设置了玩家节点那么将受伤者的阵营ID与玩家的阵营ID进行比较
var targetCamp = CampManager.GetCamp(CampId);
var playerCamp = CampManager.GetCamp(GameSceneNodeHolder.Player.CampId);
if (CampManager.CanCauseHarm(targetCamp, playerCamp))
{
if (targetCamp.ID == playerCamp.ID)
{
//If an attack is allowed and you are on the same side, it is displayed as a friendly color (friend damage).
//如果允许攻击,且属于同一阵营,则显示为友好颜色(友伤)
_healthBar.SetFriendlyTones();
}
else
{
//If the injured target is an enemy of the player, it is displayed as an enemy color
//如果受伤的目标是玩家的敌人,则显示为敌对颜色
_healthBar.SetEnemyTones();
}
}
else
{
_healthBar.SetFriendlyTones();
}
}
_healthBar.Visible = true;
_healthBar.Value = CurrentHp;
}
/// <summary>
/// <para>Deal damage to the character</para>
/// <para>对角色造成伤害</para>
/// </summary>
/// <param name="damageTemplate">
///<para>Damage template</para>
///<para>伤害模板</para>
/// </param>
/// <returns>
///<para>Return whether the damage was done successfully</para>
///<para>返回是否成功造成了伤害</para>
/// </returns>
public bool Damage(DamageTemplate damageTemplate)
{
_lastDamageTime = DateTime.Now;
_damageNumber?.Display(damageTemplate);
CurrentHp -= damageTemplate.Damage;
OnHit(damageTemplate);
if (CurrentHp <= 0)
{
//Character death
//角色死亡
OnDie(damageTemplate);
return true;
}
UpDataHealthBar(damageTemplate);
return true;
}
/// <summary>
/// <para>Add power to the character</para>
/// <para>在角色身上添加力</para>
/// </summary>
/// <param name="force"></param>
public void AddForce(Vector2 force)
{
_additionalForce = force;
}
protected virtual void OnHit(DamageTemplate damageTemplate)
{
}
/// <summary>
/// <para>Handle the event of character death</para>
/// <para>处理角色死亡的事件</para>
/// </summary>
/// <param name="damageTemplate"></param>
protected virtual void OnDie(DamageTemplate damageTemplate)
{
QueueFree();
}
/// <summary>
/// <para>When an object enters the picking range</para>
/// <para>当有物体进入拾捡范围时</para>
/// </summary>
/// <param name="node"></param>
protected virtual void EnterThePickingRangeBody(Node node)
{
_pickingRangeBodies?.Add(node);
}
/// <summary>
/// <para>When an object exit the picking range</para>
/// <para>当有物体离开拾捡范围时</para>
/// </summary>
/// <param name="node"></param>
protected virtual void ExitThePickingRangeBody(Node node)
{
_pickingRangeBodies?.Remove(node);
}
/// <summary>
/// <para>Flip sprites or animations</para>
/// <para>翻转精灵或动画</para>
/// </summary>
protected virtual void Flip()
{
if (_animatedSprite2D == null)
{
return;
}
_animatedSprite2D.FlipH = FacingLeft;
}
public sealed override void _PhysicsProcess(double delta)
{
//We continuously set the position of the items to prevent them from changing as we zoom in and out of the window.
//我们持续设置物品的位置,为了防止放大缩小窗口时物品位置的变化。
if (CurrentItem != null)
{
CurrentItem.Position = Vector2.Zero;
}
var velocity = Velocity;
// Add the gravity.
//增加重力。
if (!IsOnFloor())
velocity.Y += Gravity * (float)delta;
// The ref keyword passes its pointer to the following method so that it can be modified in the method.
// ref关键字将其指针传递给下面的方法以便在方法中修改它。
HookPhysicsProcess(ref velocity, delta);
Velocity = velocity + _additionalForce;
_additionalForce = Vector2.Zero;
MoveAndSlide();
}
/// <summary>
/// <para>Aim the held item at a point</para>
/// <para>使持有的物品瞄准某个点</para>
/// </summary>
public void AimTheCurrentItemAtAPoint(Vector2 position)
{
if (CurrentItem == null)
{
//Do not currently hold any items.
//当前没有持有任何物品。
return;
}
// Apply the rotation Angle to the node
// 将旋转角度应用于节点
CurrentItem.LookAt(position);
}
protected virtual void HookPhysicsProcess(ref Vector2 velocity, double delta)
{
}
}