ced2618a5e
修复了同一个掉落组中总是掉落最后一项的bug
110 lines
3.5 KiB
C#
110 lines
3.5 KiB
C#
using System;
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using ColdMint.scripts.character;
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using ColdMint.scripts.pickable;
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using ColdMint.scripts.damage;
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using Godot;
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namespace ColdMint.scripts.item.weapon;
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/// <summary>
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/// <para>WeaponTemplate</para>
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/// <para>武器模板</para>
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/// </summary>
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public abstract partial class WeaponTemplate : PickAbleTemplate
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{
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private float _gravity = ProjectSettings.GetSetting("physics/2d/default_gravity").AsSingle();
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public override void Use(Node2D? owner, Vector2 targetGlobalPosition)
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{
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Fire(owner, targetGlobalPosition);
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}
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private DateTime? _lastFiringTime;
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/// <summary>
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/// <para>Firing interval</para>
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/// <para>开火间隔</para>
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/// </summary>
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private TimeSpan _firingInterval;
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private long _firingIntervalAsMillisecond = 100;
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[Export] protected long FiringIntervalAsMillisecond
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{
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get => _firingIntervalAsMillisecond;
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set
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{
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_firingIntervalAsMillisecond = value;
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_firingInterval = TimeSpan.FromMilliseconds(_firingIntervalAsMillisecond);
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}
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}
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/// <summary>
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/// <para>The recoil of the weapon</para>
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/// <para>武器的后坐力</para>
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/// </summary>
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/// <remarks>
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///<para>When the weapon is fired, how much recoil is applied to the user, in units: the number of cells, and the X direction of the force is automatically inferred.</para>
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///<para>武器开火,要对使用者施加多大的后坐力,单位:格数,力的X方向是自动推断的。</para>
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/// </remarks>
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[Export] private Vector2 _recoil;
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public override void _Ready() { }
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/// <summary>
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/// <para>Discharge of the weapon</para>
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/// <para>武器开火</para>
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/// </summary>
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/// <remarks>
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///<param name="owner">
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///<para>owner</para>
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///<para>武器所有者</para>
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/// </param>
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/// <param name="enemyGlobalPosition">
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///<para>enemyGlobalPosition</para>
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///<para>敌人所在位置</para>
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/// </param>
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/// </remarks>
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public void Fire(Node2D? owner, Vector2 enemyGlobalPosition)
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{
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var nowTime = DateTime.Now;
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//If the present time minus the time of the last fire is less than the interval between fires, it means that the fire cannot be fired yet.
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//如果现在时间减去上次开火时间小于开火间隔,说明还不能开火。
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if (_lastFiringTime != null && nowTime - _lastFiringTime < _firingInterval)
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{
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return;
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}
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if (owner is CharacterTemplate characterTemplate)
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{
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//We check the recoil of the weapon before each firing.
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//我们在每次开火之前,检查武器的后坐力。
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if (_recoil != Vector2.Zero)
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{
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var force = new Vector2();
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var forceX = Math.Abs(_recoil.X);
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if (Math.Abs(RotationDegrees) < 90)
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{
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//The weapon goes to the right and we apply a recoil to the left
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//武器朝向右边我们向左施加后坐力
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forceX = -forceX;
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}
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force.X = forceX * Config.CellSize;
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force.Y = _recoil.Y * Config.CellSize;
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characterTemplate.AddForce(force);
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}
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}
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DoFire(owner, enemyGlobalPosition);
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_lastFiringTime = nowTime;
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}
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/// <summary>
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/// <para>Execute fire</para>
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/// <para>执行开火</para>
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/// </summary>
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protected abstract void DoFire(Node2D? owner, Vector2 enemyGlobalPosition);
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} |