Traveller/scripts/spell/MultipleFireSpell.cs
Cold-Mint 3f96519ac0
Add the triple shot spell.
加入三重射击法术。
2024-10-05 16:19:31 +08:00

82 lines
2.8 KiB
C#

using ColdMint.scripts.projectile;
using ColdMint.scripts.utils;
using ColdMint.scripts.weapon;
using Godot;
namespace ColdMint.scripts.spell;
/// <summary>
/// <para>MultipleFireSpell</para>
/// <para>多重射击法术</para>
/// </summary>
/// <remarks>
///<para>Use this spell to create shotgun effects</para>
///<para>通过此法术打造霰弹枪的效果</para>
/// </remarks>
public partial class MultipleFireSpell : SpellPickAble
{
/// <summary>
/// <para>How many projectiles are generated per fire</para>
/// <para>每次开火生成多少个抛射体</para>
/// </summary>
[Export]
public int NumberOfProjectiles { get; set; } = 3;
/// <summary>
/// <para>RandomAngle</para>
/// <para>随机角度</para>
/// </summary>
[Export]
public bool RandomAngle { get; set; }
/// <summary>
/// <para>Unit radian</para>
/// <para>单位弧度</para>
/// </summary>
/// <remarks>
///<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>
///<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>
/// </remarks>
[Export]
public float UnitRadian { get; set; } = 0.069813f;
/// <summary>
/// <para>initial Radian</para>
/// <para>起始弧度</para>
/// </summary>
///<remarks>
///<para>The Angle of the first bullet, and subsequent bullets will be offset in unit radians.</para>
///<para>第一颗子弹的角度,随后的子弹会以单位弧度偏移。</para>
/// </remarks>
private float _initialRadian;
private float _maxRadian;
private int _oldNumberOfProjectiles;
public override void ModifyWeapon(ProjectileWeapon projectileWeapon)
{
base.ModifyWeapon(projectileWeapon);
_oldNumberOfProjectiles = projectileWeapon.NumberOfProjectiles;
projectileWeapon.NumberOfProjectiles = NumberOfProjectiles;
_initialRadian = -(NumberOfProjectiles / 2f * UnitRadian);
_maxRadian = NumberOfProjectiles * UnitRadian;
}
public override void RestoreWeapon(ProjectileWeapon projectileWeapon)
{
base.RestoreWeapon(projectileWeapon);
projectileWeapon.NumberOfProjectiles = _oldNumberOfProjectiles;
}
public override void ModifyProjectile(int index, Projectile projectile, ref Vector2 velocity)
{
base.ModifyProjectile(index, projectile, ref velocity);
if (RandomAngle)
{
velocity = velocity.Rotated(_initialRadian + _maxRadian * RandomUtils.Instance.NextSingle());
}
else
{
velocity = velocity.Rotated(_initialRadian + UnitRadian * index);
}
}
}