179 lines
5.3 KiB
C#
179 lines
5.3 KiB
C#
using ColdMint.scripts.debug;
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using ColdMint.scripts.projectile;
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using ColdMint.scripts.projectile.decorator;
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using ColdMint.scripts.utils;
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using Godot;
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namespace ColdMint.scripts.weapon;
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/// <summary>
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/// <para>Projectile weapons</para>
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/// <para>抛射体武器</para>
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/// </summary>
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/// <remarks>
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///<para>These weapons can fire projectiles to attack the enemy.For example: guns and scepters.Generate a bullet to attack the enemy.</para>
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///<para>这类武器可发射抛射体,攻击敌人。例如:枪支和法杖。生成一个子弹攻击敌人。</para>
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/// </remarks>
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public partial class ProjectileWeapon : WeaponTemplate
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{
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/// <summary>
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/// <para>The formation position of the projectile</para>
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/// <para>抛射体的生成位置</para>
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/// </summary>
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private Marker2D? _marker2D;
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/// <summary>
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/// <para>Scattering radians</para>
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/// <para>散射弧度</para>
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/// </summary>
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[Export] protected float OffsetAngle;
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/// <summary>
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/// <para>Offset angle mode</para>
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/// <para>偏移角度模式</para>
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/// </summary>
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[Export] protected int OffsetAngleMode = Config.OffsetAngleMode.Random;
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/// <summary>
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/// <para>Whether the last offset angle is positive</para>
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/// <para>上次的偏移角度是否为正向的</para>
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/// </summary>
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private bool _positiveOffsetAngle = true;
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/// <summary>
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/// <para>The number of projectiles fired at once</para>
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/// <para>一次可以发射多少个子弹</para>
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/// </summary>
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[Export] protected float NumberOfProjectiles = 1;
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[Export] protected PackedScene[] ProjectileScenes { get; set; } = [];
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/// <summary>
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/// <para>Whether to launch in the order of the projectile list</para>
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/// <para>是否按照抛射体列表的循序发射</para>
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/// </summary>
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[Export]
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protected bool Sequentially { get; set; }
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private int _projectileIndex;
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public override void _Ready()
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{
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base._Ready();
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_marker2D = GetNode<Marker2D>("Marker2D");
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}
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/// <summary>
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/// <para>GetNextProjectileScene</para>
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/// <para>获取下一个抛射体</para>
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/// </summary>
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/// <returns></returns>
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private PackedScene GetNextProjectileScene()
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{
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if (Sequentially)
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{
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_projectileIndex = (_projectileIndex + 1) % ProjectileScenes.Length;
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return ProjectileScenes[_projectileIndex];
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}
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else
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{
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return ProjectileScenes[RandomUtils.Instance.Next(ProjectileScenes.Length)];
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}
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}
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/// <summary>
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/// <para>GetRandomAngle</para>
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/// <para>获取随机的偏移弧度</para>
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/// </summary>
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/// <returns></returns>
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private float GetRandomAngle()
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{
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if (OffsetAngle == 0)
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{
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//If the offset angle is 0, then return 0
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//弧度为0,不用偏移。
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return 0;
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}
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if (OffsetAngleMode == Config.OffsetAngleMode.Cross)
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{
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float result;
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if (_positiveOffsetAngle)
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{
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result = -OffsetAngle / 2;
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}
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else
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{
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result = OffsetAngle / 2;
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}
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_positiveOffsetAngle = !_positiveOffsetAngle;
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return result;
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}
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if (OffsetAngleMode == Config.OffsetAngleMode.AlwaysSame)
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{
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return OffsetAngle;
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}
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var min = -OffsetAngle / 2;
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return min + RandomUtils.Instance.NextSingle() * OffsetAngle;
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}
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protected override void DoFire(Node2D? owner, Vector2 enemyGlobalPosition)
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{
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if (owner == null)
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{
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LogCat.LogError("owner_is_null");
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return;
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}
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if (_marker2D == null)
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{
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LogCat.LogError("marker2d_is_null");
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return;
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}
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if (GameSceneDepend.ProjectileContainer == null)
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{
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LogCat.LogError("projectile_container_is_null");
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return;
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}
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//Empty list check
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//空列表检查
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if (ProjectileScenes is [])
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{
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LogCat.LogError("projectiles_is_empty");
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return;
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}
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//Get the first projectile
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//获取第一个抛射体
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var projectileScene = GetNextProjectileScene();
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for (int i = 0; i < NumberOfProjectiles; i++)
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{
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var projectile = NodeUtils.InstantiatePackedScene<Projectile>(projectileScene);
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if (projectile == null) return;
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if (Config.IsDebug())
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{
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var nodeSpawnOnKillCharacterDecorator = new NodeSpawnOnKillCharacterDecorator
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{
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DefaultParentNode = this,
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PackedScenePath = "res://prefab/entitys/BlackenedAboriginalWarrior.tscn"
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};
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projectile.AddProjectileDecorator(nodeSpawnOnKillCharacterDecorator);
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}
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NodeUtils.CallDeferredAddChild(GameSceneDepend.ProjectileContainer, projectile);
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projectile.Owner = owner;
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projectile.TargetNode = GameSceneDepend.TemporaryTargetNode;
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projectile.Velocity =
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(_marker2D.GlobalPosition.DirectionTo(enemyGlobalPosition) * projectile.Speed)
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.Rotated(GetRandomAngle());
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projectile.Position = _marker2D.GlobalPosition;
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}
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}
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} |