109 lines
3.3 KiB
C#
109 lines
3.3 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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[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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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 (GameSceneNodeHolder.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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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(GameSceneNodeHolder.ProjectileContainer, projectile);
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projectile.Owner = owner;
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projectile.Velocity = (enemyGlobalPosition - _marker2D.GlobalPosition).Normalized() * projectile.Speed;
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projectile.Position = _marker2D.GlobalPosition;
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}
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} |