444 lines
16 KiB
C#
444 lines
16 KiB
C#
using Godot;
|
||
using System;
|
||
using System.Collections.Generic;
|
||
using System.Linq;
|
||
using System.Text;
|
||
using System.Threading.Tasks;
|
||
using ColdMint.scripts;
|
||
using ColdMint.scripts.character;
|
||
using ColdMint.scripts.damage;
|
||
using ColdMint.scripts.debug;
|
||
using ColdMint.scripts.utils;
|
||
using ColdMint.scripts.weapon;
|
||
|
||
/// <summary>
|
||
/// <para>玩家角色</para>
|
||
/// </summary>
|
||
public partial class Player : CharacterTemplate
|
||
{
|
||
private PackedScene FloatLabelPackedScene;
|
||
|
||
protected Control FloatLabel;
|
||
|
||
//Empty object projectile
|
||
//空的物品抛射线
|
||
private Vector2[] emptyVector2Array = new[] { 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;
|
||
|
||
//在拾捡范围内,可拾起的物品数量
|
||
private int TotalNumberOfPickups = 0;
|
||
|
||
private const float promptTextDistance = 50;
|
||
|
||
//玩家可拾捡的物品
|
||
private Node2D PickAbleItem;
|
||
|
||
//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 = false;
|
||
|
||
//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;
|
||
|
||
//物品被扔出后多长时间恢复与地面和平台的碰撞(单位:秒)
|
||
private double ItemCollisionRecoveryTime = 0.045f;
|
||
|
||
|
||
public override void _Ready()
|
||
{
|
||
base._Ready();
|
||
CharacterName = TranslationServer.Translate("default_player_name");
|
||
FloatLabelPackedScene = GD.Load<PackedScene>("res://prefab/ui/FloatLabel.tscn");
|
||
Parabola = GetNode<Line2D>("Parabola");
|
||
PlatformDetectionRayCast2D = GetNode<RayCast2D>("PlatformDetectionRayCast");
|
||
UpdateOperationTip();
|
||
GameSceneNodeHolder.HealthBarUi.MaxHp = MaxHp;
|
||
GameSceneNodeHolder.HealthBarUi.CurrentHp = CurrentHp;
|
||
}
|
||
|
||
/// <summary>
|
||
/// <para>Update operation prompt</para>
|
||
/// <para>更新操作提示</para>
|
||
/// </summary>
|
||
private void UpdateOperationTip()
|
||
{
|
||
var operationTipBuilder = new StringBuilder();
|
||
if (TotalNumberOfPickups > 0)
|
||
{
|
||
//If there's anything around to pick up
|
||
//如果周围有能捡的东西
|
||
if (CurrentItem == null)
|
||
{
|
||
if (PickAbleItem != null)
|
||
{
|
||
string name = null;
|
||
if (PickAbleItem is WeaponTemplate weaponTemplate)
|
||
{
|
||
//When the weapon has no owner, a pick up prompt is displayed.
|
||
//当武器没有主人时,显示捡起提示。
|
||
if (weaponTemplate.Owner == null || weaponTemplate.Owner == this)
|
||
{
|
||
name = TranslationServer.Translate(weaponTemplate.Name);
|
||
}
|
||
}
|
||
|
||
if (name != null)
|
||
{
|
||
operationTipBuilder.Append(
|
||
TranslationServer.Translate(InputMap.ActionGetEvents("pick_up")[0].AsText()));
|
||
operationTipBuilder.Append(TranslationServer.Translate("pick_up"));
|
||
operationTipBuilder.Append(name);
|
||
}
|
||
}
|
||
}
|
||
else
|
||
{
|
||
string pickAbleItemName = null;
|
||
string currentItemName = null;
|
||
string mustBeThrown = TranslationServer.Translate("must_be_thrown");
|
||
if (PickAbleItem != null)
|
||
{
|
||
//可捡的物品是武器
|
||
if (PickAbleItem is WeaponTemplate weaponTemplate)
|
||
{
|
||
pickAbleItemName = TranslationServer.Translate(weaponTemplate.Name);
|
||
}
|
||
}
|
||
|
||
if (CurrentItem != null)
|
||
{
|
||
//当前持有的物品是武器
|
||
if (CurrentItem is WeaponTemplate weaponTemplate)
|
||
{
|
||
currentItemName = TranslationServer.Translate(weaponTemplate.Name);
|
||
}
|
||
}
|
||
|
||
if (pickAbleItemName != null && currentItemName != null && mustBeThrown != "must_be_thrown")
|
||
{
|
||
operationTipBuilder.Append(string.Format(mustBeThrown, currentItemName, pickAbleItemName));
|
||
operationTipBuilder.Append(' ');
|
||
operationTipBuilder.Append(
|
||
TranslationServer.Translate(InputMap.ActionGetEvents("throw")[0].AsText()));
|
||
operationTipBuilder.Append(TranslationServer.Translate("throw"));
|
||
operationTipBuilder.Append(currentItemName);
|
||
}
|
||
}
|
||
|
||
GameSceneNodeHolder.OperationTipLabel.Text = operationTipBuilder.ToString();
|
||
return;
|
||
}
|
||
|
||
operationTipBuilder.Append(TranslationServer.Translate(InputMap.ActionGetEvents("ui_left")[0].AsText()));
|
||
operationTipBuilder.Append(TranslationServer.Translate("move_left"));
|
||
operationTipBuilder.Append(' ');
|
||
operationTipBuilder.Append(TranslationServer.Translate(InputMap.ActionGetEvents("ui_right")[0].AsText()));
|
||
operationTipBuilder.Append(TranslationServer.Translate("move_right"));
|
||
operationTipBuilder.Append(' ');
|
||
operationTipBuilder.Append(TranslationServer.Translate(InputMap.ActionGetEvents("ui_up")[0].AsText()));
|
||
operationTipBuilder.Append(TranslationServer.Translate("jump"));
|
||
if (CollidingWithPlatform)
|
||
{
|
||
operationTipBuilder.Append(' ');
|
||
operationTipBuilder.Append(TranslationServer.Translate(InputMap.ActionGetEvents("ui_down")[0].AsText()));
|
||
operationTipBuilder.Append(TranslationServer.Translate("jump_down"));
|
||
}
|
||
|
||
if (CurrentItem != null)
|
||
{
|
||
operationTipBuilder.Append(' ');
|
||
operationTipBuilder.Append(TranslationServer.Translate(InputMap.ActionGetEvents("throw")[0].AsText()));
|
||
operationTipBuilder.Append(TranslationServer.Translate("throw"));
|
||
if (CurrentItem is WeaponTemplate weaponTemplate)
|
||
{
|
||
operationTipBuilder.Append(TranslationServer.Translate(weaponTemplate.Name));
|
||
//提示武器攻击
|
||
operationTipBuilder.Append(' ');
|
||
operationTipBuilder.Append(
|
||
TranslationServer.Translate(InputMap.ActionGetEvents("use_item")[0].AsText()));
|
||
operationTipBuilder.Append(TranslationServer.Translate("use_item"));
|
||
operationTipBuilder.Append(TranslationServer.Translate(weaponTemplate.Name));
|
||
}
|
||
}
|
||
|
||
GameSceneNodeHolder.OperationTipLabel.Text = operationTipBuilder.ToString();
|
||
}
|
||
|
||
|
||
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.IsColliding() != CollidingWithPlatform)
|
||
{
|
||
//When the state changes, update the action hint
|
||
//当状态改变时,更新操作提示
|
||
CollidingWithPlatform = PlatformDetectionRayCast2D.IsColliding();
|
||
UpdateOperationTip();
|
||
}
|
||
|
||
//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;
|
||
|
||
//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 success = PickItem(PickAbleItem);
|
||
if (success)
|
||
{
|
||
PickAbleItem = null;
|
||
TotalNumberOfPickups--;
|
||
if (FloatLabel != null)
|
||
{
|
||
FloatLabel.QueueFree();
|
||
FloatLabel = null;
|
||
}
|
||
|
||
UpdateOperationTip();
|
||
}
|
||
}
|
||
|
||
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 (CurrentItem == null)
|
||
{
|
||
Parabola.Points = emptyVector2Array;
|
||
}
|
||
else
|
||
{
|
||
Parabola.Points =
|
||
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 (CurrentItem != null)
|
||
{
|
||
Parabola.Points = new[] { Vector2.Zero };
|
||
CurrentItem.Reparent(GameSceneNodeHolder.WeaponContainer);
|
||
if (CurrentItem is WeaponTemplate weaponTemplate)
|
||
{
|
||
var timer = new Timer();
|
||
weaponTemplate.AddChild(timer);
|
||
timer.WaitTime = ItemCollisionRecoveryTime;
|
||
timer.OneShot = true;
|
||
timer.Timeout += () =>
|
||
{
|
||
//We cannot immediately resume the physical collision when the weapon is discharged, which will cause the weapon to collide with the ground and platform earlier, preventing the weapon from flying.
|
||
//仍出武器时,我们不能立即恢复物理碰撞,立即恢复会导致武器更早的与地面和平台碰撞,阻止武器的飞行。
|
||
weaponTemplate.EnableContactInjury = true;
|
||
weaponTemplate.SetCollisionMaskValue(Config.LayerNumber.Ground, true);
|
||
weaponTemplate.SetCollisionMaskValue(Config.LayerNumber.Platform, true);
|
||
timer.QueueFree();
|
||
};
|
||
timer.Start();
|
||
weaponTemplate.Sleeping = false;
|
||
weaponTemplate.LinearVelocity = Vector2.Zero;
|
||
}
|
||
|
||
if (CurrentItem is CharacterBody2D characterBody2D)
|
||
{
|
||
characterBody2D.Velocity = GetThrowVelocity();
|
||
}
|
||
|
||
if (CurrentItem is RigidBody2D rigidBody2D)
|
||
{
|
||
rigidBody2D.LinearVelocity = GetThrowVelocity();
|
||
}
|
||
|
||
CurrentItem = null;
|
||
TotalNumberOfPickups++;
|
||
GameSceneNodeHolder.HotBar.RemoveItemFromItemSlotBySelectIndex(1);
|
||
UpdateOperationTip();
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
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)
|
||
{
|
||
AimTheCurrentItemAtAPoint(GetGlobalMousePosition());
|
||
var 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;
|
||
itemMarker2DPosition.X = -ReadOnlyItemMarkerOriginalX;
|
||
Flip();
|
||
break;
|
||
case 1:
|
||
//1, move to the right
|
||
//1,向右移动
|
||
FacingLeft = false;
|
||
itemMarker2DPosition.X = ReadOnlyItemMarkerOriginalX;
|
||
Flip();
|
||
break;
|
||
default:
|
||
//0, when it's not pressed
|
||
//0,没有按下时
|
||
break;
|
||
}
|
||
|
||
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 != null)
|
||
{
|
||
if (CurrentItem is WeaponTemplate weapon)
|
||
{
|
||
weapon.Flip(FacingLeft);
|
||
}
|
||
}
|
||
}
|
||
|
||
protected override void EnterThePickingRangeBody(Node node)
|
||
{
|
||
if (CurrentItem == node)
|
||
{
|
||
//If the node entering the pick range is the node held by the player, then return.
|
||
//如果说进入拾捡范围的节点是玩家所持有的节点,那么返回。
|
||
return;
|
||
}
|
||
|
||
if (node is not Node2D)
|
||
{
|
||
return;
|
||
}
|
||
|
||
var node2D = node as Node2D;
|
||
TotalNumberOfPickups++;
|
||
PickAbleItem = node2D;
|
||
if (FloatLabel != null)
|
||
{
|
||
FloatLabel.QueueFree();
|
||
}
|
||
|
||
FloatLabel = (Control)FloatLabelPackedScene.Instantiate();
|
||
var rotationDegreesNode2D = node2D.RotationDegrees;
|
||
var rotationDegreesNode2DAbs = Math.Abs(rotationDegreesNode2D);
|
||
if (rotationDegreesNode2DAbs > 90)
|
||
{
|
||
FloatLabel.Position = new Vector2(0, promptTextDistance);
|
||
}
|
||
else
|
||
{
|
||
FloatLabel.Position = new Vector2(0, -promptTextDistance);
|
||
}
|
||
|
||
FloatLabel.RotationDegrees = 0 - rotationDegreesNode2D;
|
||
var label = FloatLabel.GetNode<Label>("Label");
|
||
if (node is WeaponTemplate weapon)
|
||
{
|
||
var stringBuilder = new StringBuilder();
|
||
if (weapon.Owner != null)
|
||
{
|
||
if (weapon.Owner is CharacterTemplate characterTemplate)
|
||
{
|
||
stringBuilder.Append(characterTemplate.ReadOnlyCharacterName);
|
||
stringBuilder.Append(TranslationServer.Translate("de"));
|
||
}
|
||
}
|
||
|
||
stringBuilder.Append(TranslationServer.Translate(weapon.Name));
|
||
label.Text = stringBuilder.ToString();
|
||
}
|
||
|
||
node.AddChild(FloatLabel);
|
||
UpdateOperationTip();
|
||
}
|
||
|
||
protected override void ExitThePickingRangeBody(Node node)
|
||
{
|
||
if (node is not Node2D)
|
||
{
|
||
return;
|
||
}
|
||
|
||
TotalNumberOfPickups--;
|
||
if (TotalNumberOfPickups == 0)
|
||
{
|
||
//Set to null if there are no more items to pick up
|
||
//如果没有可捡的物品了,设置为null
|
||
PickAbleItem = null;
|
||
}
|
||
|
||
if (FloatLabel != null)
|
||
{
|
||
FloatLabel.QueueFree();
|
||
FloatLabel = null;
|
||
}
|
||
|
||
UpdateOperationTip();
|
||
}
|
||
|
||
protected override void OnHit(DamageTemplate damageTemplate)
|
||
{
|
||
base.OnHit(damageTemplate);
|
||
GameSceneNodeHolder.HealthBarUi.CurrentHp = CurrentHp;
|
||
}
|
||
} |