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28 changed files with 270 additions and 239 deletions

View File

@ -24,7 +24,7 @@ size = Vector2(12, 18)
[sub_resource type="AnimationLibrary" id="AnimationLibrary_ka171"]
[node name="Role0001" node_paths=PackedStringArray("HurtArea", "HurtCollision", "InteractiveArea", "InteractiveCollision", "TipRoot", "TipSprite", "AnimationPlayer", "MountPoint", "BackMountPoint", "MeleeAttackArea", "MeleeAttackCollision", "ShadowSprite", "AnimatedSprite", "Collision") instance=ExtResource("1_10c2n")]
collision_layer = 8
collision_layer = 24
script = ExtResource("2_6xwnt")
HurtArea = NodePath("HurtArea")
HurtCollision = NodePath("HurtArea/HurtCollision")

View File

@ -46,7 +46,7 @@ position = Vector2(0, -2)
shape = SubResource("CircleShape2D_5pj80")
[node name="HurtArea" type="Area2D" parent="."]
collision_layer = 0
collision_layer = 1024
collision_mask = 0
monitoring = false
script = ExtResource("2_2eey0")

View File

@ -246,13 +246,13 @@ roulette={
2d_physics/layer_2="bullet"
2d_physics/layer_3="prop"
2d_physics/layer_4="player"
2d_physics/layer_5="enemy"
2d_physics/layer_5="role"
2d_physics/layer_6="affiliation"
2d_physics/layer_7="onHand"
2d_physics/layer_8="debris"
2d_physics/layer_9="throwing"
2d_physics/layer_10="obstacle"
2d_physics/layer_11="npc"
2d_physics/layer_11="hurtArea"
2d_physics/layer_14="ui_mouse"
[mono]

View File

@ -1,17 +1,19 @@
using Godot;
/// <summary>
/// 可被子弹击中的区域
/// </summary>
[Tool]
public partial class HurtArea : Area2D, IHurt
{
public delegate void HurtDelegate(ActivityObject target, int damage, float angle);
/// <summary>
/// 所属角色
/// </summary>
public Role Master { get; private set; }
public event HurtDelegate OnHurtEvent;
public ActivityObject ActivityObject { get; private set; }
public void InitActivityObject(ActivityObject activityObject)
public void InitRole(Role role)
{
ActivityObject = activityObject;
Master = role;
}
public override void _Ready()
@ -19,11 +21,23 @@ public partial class HurtArea : Area2D, IHurt
Monitoring = false;
}
public bool CanHurt(ActivityObject target)
{
//无敌状态
if (Master.Invincible)
{
return true;
}
if (target is Role role)
{
return Master.IsEnemy(role);
}
return true;
}
public void Hurt(ActivityObject target, int damage, float angle)
{
if (OnHurtEvent != null)
{
OnHurtEvent(target, damage, angle);
}
Master.CallDeferred(nameof(Master.HurtHandler), target, damage, angle);
}
}

View File

@ -3,6 +3,12 @@ using Godot;
public interface IHurt
{
/// <summary>
/// 返回是否可以造成伤害
/// </summary>
/// <param name="target">触发伤害的对象, 为 null 表示不存在对象或者对象已经被销毁</param>
bool CanHurt(ActivityObject target);
/// <summary>
/// 受到伤害
/// </summary>

View File

@ -21,7 +21,7 @@ public static class NodeExtend
if (hurt is HurtArea hurtArea)
{
return hurtArea.ActivityObject;
return hurtArea.Master;
}
return null;

View File

@ -64,7 +64,7 @@ public partial class AffiliationArea : Area2D, IDestroy
Monitoring = true;
Monitorable = false;
CollisionLayer = PhysicsLayer.None;
CollisionMask = PhysicsLayer.Prop | PhysicsLayer.Player | PhysicsLayer.Enemy | PhysicsLayer.Debris | PhysicsLayer.Throwing;
CollisionMask = PhysicsLayer.Prop | PhysicsLayer.Role | PhysicsLayer.Debris | PhysicsLayer.Throwing | PhysicsLayer.Obstacle;
BodyEntered += OnBodyEntered;
BodyExited += OnBodyExited;

View File

@ -317,7 +317,7 @@ public class RoomPreinstall : IDestroy
foreach (var preloadData in _readyList)
{
//有敌人
if (!hasEnemy && preloadData.ActivityObject.CollisionWithMask(PhysicsLayer.Enemy))
if (!hasEnemy && preloadData.ActivityObject is Role role && role.IsEnemyWithPlayer())
{
hasEnemy = true;
}
@ -332,7 +332,7 @@ public class RoomPreinstall : IDestroy
if (!hasEnemy)
{
hasEnemy = RoomInfo.AffiliationArea.ExistIncludeItem(
activityObject => activityObject.CollisionWithMask(PhysicsLayer.Enemy)
activityObject => activityObject is Role role && role.IsEnemyWithPlayer()
);
}

View File

@ -474,7 +474,7 @@ public class RoomInfo : IDestroy
//房间内有敌人, 或者会刷新敌人才会关门
var hasEnemy = false;
if (AffiliationArea.ExistEnterItem(activityObject => activityObject.CollisionWithMask(PhysicsLayer.Enemy))) //先判断房间里面是否有敌人
if (AffiliationArea.ExistEnterItem(activityObject => activityObject is Role role && role.IsEnemyWithPlayer())) //先判断房间里面是否有敌人
{
hasEnemy = true;
}

View File

@ -25,11 +25,6 @@ public partial class Explode : Area2D, IPoolItem
/// </summary>
public CircleShape2D CircleShape { get; private set; }
/// <summary>
/// 爆炸攻击的层级
/// </summary>
public uint AttackLayer { get; private set; }
/// <summary>
/// 产生爆炸的子弹数据
/// </summary>
@ -40,7 +35,12 @@ public partial class Explode : Area2D, IPoolItem
private int _harm;
private float _repelledRadius;
private float _maxRepelled;
public override void _Ready()
{
CollisionMask = Role.AttackLayer;
}
public void Destroy()
{
if (IsDestroyed)
@ -56,12 +56,11 @@ public partial class Explode : Area2D, IPoolItem
/// 初始化爆炸数据
/// </summary>
/// <param name="bulletData">产生爆炸的子弹数据</param>
/// <param name="attackLayer">攻击的层级</param>
/// <param name="hitRadius">伤害半径</param>
/// <param name="harm">造成的伤害</param>
/// <param name="repelledRadius">击退半径</param>
/// <param name="maxRepelled">最大击退速度</param>
public void Init(BulletData bulletData, uint attackLayer, float hitRadius, int harm, float repelledRadius, float maxRepelled)
public void Init(BulletData bulletData, float hitRadius, int harm, float repelledRadius, float maxRepelled)
{
if (!_init)
{
@ -75,12 +74,10 @@ public partial class Explode : Area2D, IPoolItem
}
BulletData = bulletData;
AttackLayer = attackLayer;
_hitRadius = hitRadius;
_harm = harm;
_repelledRadius = repelledRadius;
_maxRepelled = maxRepelled;
CollisionMask = attackLayer | PhysicsLayer.Prop | PhysicsLayer.Debris;
CircleShape.Radius = Mathf.Max(hitRadius, maxRepelled);
//冲击波
@ -162,18 +159,22 @@ public partial class Explode : Area2D, IPoolItem
var len = temp.Length();
var angle = temp.Angle();
if (len <= _hitRadius) //在伤害半径内
var target = BulletData.TriggerRole.IsDestroyed ? null : BulletData.TriggerRole;
if (hurt.CanHurt(target))
{
hurt.Hurt(BulletData.TriggerRole.IsDestroyed ? null : BulletData.TriggerRole, _harm, angle);
}
if (len <= _repelledRadius) //击退半径内
{
var o = hurt.GetActivityObject();
if (o != null)
if (len <= _hitRadius) //在伤害半径内
{
var repelled = (_repelledRadius - len) / _repelledRadius * _maxRepelled;
o.AddRepelForce(Vector2.FromAngle(angle) * repelled);
hurt.Hurt(target, _harm, angle);
}
if (len <= _repelledRadius) //击退半径内
{
var o = hurt.GetActivityObject();
if (o != null)
{
var repelled = (_repelledRadius - len) / _repelledRadius * _maxRepelled;
o.AddRepelForce(Vector2.FromAngle(angle) * repelled);
}
}
}
}

View File

@ -24,18 +24,14 @@ public partial class Laser : Area2D, IBullet
public Sprite2D LineSprite { get; private set; }
public RectangleShape2D Shape { get; private set; }
public CampEnum Camp { get; set; }
public event Action OnReclaimEvent;
public event Action OnLeavePoolEvent;
public bool IsRecycled { get; set; }
public string Logotype { get; set; }
public uint AttackLayer
{
get => CollisionMask;
set => CollisionMask = value;
}
public BulletData BulletData { get; private set; }
public BulletStateEnum State { get; protected set; } = BulletStateEnum.Normal;
@ -49,12 +45,17 @@ public partial class Laser : Area2D, IBullet
private Tween _tween;
private bool _init = false;
public void InitData(BulletData data, uint attackLayer)
public override void _Ready()
{
InitData(data, attackLayer, LaserDefaultWidth);
CollisionMask = Role.AttackLayer;
}
public void InitData(BulletData data, uint attackLayer, float width)
public void InitData(BulletData data, CampEnum camp)
{
InitData(data, camp, LaserDefaultWidth);
}
public void InitData(BulletData data, CampEnum camp, float width)
{
if (!_init)
{
@ -70,9 +71,9 @@ public partial class Laser : Area2D, IBullet
_init = true;
}
Camp = camp;
ZIndex = 1;
BulletData = data;
AttackLayer = attackLayer;
Position = data.Position;
Rotation = data.Rotation;
@ -103,7 +104,7 @@ public partial class Laser : Area2D, IBullet
LineSprite.Scale = new Vector2(0, width * _pixelScale);
//如果子弹会对玩家造成伤害, 则显示成红色
if (BulletData.World.Player.CollisionWithMask(attackLayer))
if (BulletData.TriggerRole != null && BulletData.TriggerRole.IsEnemyWithPlayer())
{
LineSprite.Modulate = new Color(2.5f, 0.5f, 0.5f);
}
@ -191,7 +192,7 @@ public partial class Laser : Area2D, IBullet
bulletData.BounceCount -= 1;
bulletData.MaxDistance = newDistance;
bulletData.Rotation = rotation;
FireManager.ShootBullet(bulletData, AttackLayer);
FireManager.ShootBullet(bulletData, Camp);
}
}
}
@ -214,17 +215,21 @@ public partial class Laser : Area2D, IBullet
private void HandlerCollision(IHurt hurt)
{
if (BulletData.Repel != 0)
var target = BulletData.TriggerRole.IsDestroyed ? null : BulletData.TriggerRole;
if (hurt.CanHurt(target))
{
var o = hurt.GetActivityObject();
if (o != null && o is not Player) //目标不是玩家才会触发击退
if (BulletData.Repel != 0)
{
o.AddRepelForce(Vector2.FromAngle(Rotation) * BulletData.Repel);
var o = hurt.GetActivityObject();
if (o != null && o is not Player) //目标不是玩家才会触发击退
{
o.AddRepelForce(Vector2.FromAngle(Rotation) * BulletData.Repel);
}
}
//造成伤害
hurt.Hurt(target, BulletData.Harm, Rotation);
}
//造成伤害
hurt.Hurt(BulletData.TriggerRole.IsDestroyed ? null : BulletData.TriggerRole, BulletData.Harm, Rotation);
}
public long StartCoroutine(IEnumerator able)

View File

@ -10,9 +10,9 @@ public partial class Arrow : Bullet, IMountItem
[Export, ExportFillNode]
public AnimatedSprite2D HalfSprite { get; set; }
public override void InitData(BulletData data, uint attackLayer)
public override void InitData(BulletData data, CampEnum camp)
{
base.InitData(data, attackLayer);
base.InitData(data, camp);
SetEnableMovement(true);
EnableVerticalMotion = false;
DefaultLayer = RoomLayerEnum.NormalLayer;

View File

@ -59,7 +59,7 @@ public partial class BoomBullet : Bullet
explode.Position = pos;
explode.RotationDegrees = Utils.Random.RandomRangeInt(0, 360);
explode.AddToActivityRootDeferred(RoomLayerEnum.YSortLayer);
explode.Init(BulletData, AttackLayer, 25, BulletData.Harm, 50, BulletData.Repel);
explode.Init(BulletData, 25, BulletData.Harm, 50, BulletData.Repel);
explode.RunPlay(BulletData.TriggerRole);
if (AffiliationArea != null)
{

View File

@ -12,9 +12,12 @@ public partial class Bullet : ActivityObject, IBullet
{
public event Action OnReclaimEvent;
public event Action OnLeavePoolEvent;
public bool IsRecycled { get; set; }
public string Logotype { get; set; }
public CampEnum Camp { get; set; }
/// <summary>
/// 子弹伤害碰撞区域
/// </summary>
@ -33,15 +36,6 @@ public partial class Bullet : ActivityObject, IBullet
[Export]
public Array<GpuParticles2D> Particles2D { get; set; }
/// <summary>
/// 攻击的层级
/// </summary>
public uint AttackLayer
{
get => CollisionArea.CollisionMask;
set => CollisionArea.CollisionMask = value;
}
/// <summary>
/// 子弹使用的数据
/// </summary>
@ -77,9 +71,11 @@ public partial class Bullet : ActivityObject, IBullet
base.OnInit();
OutlineColor = new Color(2.5f, 0, 0);
SetBlendColor(new Color(2.5f, 2.5f, 2.5f));
CollisionArea.CollisionMask = Role.AttackLayer;
}
public virtual void InitData(BulletData data, uint attackLayer)
public virtual void InitData(BulletData data, CampEnum camp)
{
if (!_init)
{
@ -87,13 +83,13 @@ public partial class Bullet : ActivityObject, IBullet
CollisionArea.BodyEntered += OnBodyEntered;
_init = true;
}
Camp = camp;
CurrentBounce = 0;
CurrentPenetration = 0;
CurrFlyDistance = 0;
BulletData = data;
AttackLayer = attackLayer;
Rotation = data.Rotation;
var triggerRole = data.TriggerRole;
@ -120,7 +116,7 @@ public partial class Bullet : ActivityObject, IBullet
MoveController.AddForce(new Vector2(data.FlySpeed, 0).Rotated(Rotation));
//如果子弹会对玩家造成伤害, 则显示红色描边
if (World.Player != null && World.Player.CollisionWithMask(attackLayer))
if (triggerRole != null && triggerRole.IsEnemyWithPlayer())
{
if (!IsEnemyBullet)
{
@ -193,25 +189,29 @@ public partial class Bullet : ActivityObject, IBullet
/// </summary>
public virtual void OnCollisionTarget(IHurt hurt)
{
OnPlayDisappearEffect();
if (BulletData.Repel != 0)
var target = BulletData.TriggerRole.IsDestroyed ? null : BulletData.TriggerRole;
if (hurt.CanHurt(target))
{
var o = hurt.GetActivityObject();
if (o != null && o is not Player) //目标不是玩家才会触发击退
OnPlayDisappearEffect();
if (BulletData.Repel != 0)
{
o.AddRepelForce(Velocity.Normalized() * BulletData.Repel);
var o = hurt.GetActivityObject();
if (o != null && o is not Player) //目标不是玩家才会触发击退
{
o.AddRepelForce(Velocity.Normalized() * BulletData.Repel);
}
}
}
//造成伤害
hurt.Hurt(BulletData.TriggerRole.IsDestroyed ? null : BulletData.TriggerRole, BulletData.Harm, Rotation);
//穿透次数
CurrentPenetration++;
if (CurrentPenetration > BulletData.Penetration)
{
State = BulletStateEnum.CollisionTarget;
CallDeferred(nameof(LogicalFinish));
//造成伤害
hurt.Hurt(target, BulletData.Harm, Rotation);
//穿透次数
CurrentPenetration++;
if (CurrentPenetration > BulletData.Penetration)
{
State = BulletStateEnum.CollisionTarget;
CallDeferred(nameof(LogicalFinish));
}
}
}

View File

@ -14,9 +14,10 @@ public interface IBullet : ICoroutine, IPoolItem
event Action OnLeavePoolEvent;
/// <summary>
/// 攻击的层级
/// 子弹所在阵营
/// </summary>
uint AttackLayer { get; set; }
CampEnum Camp { get; set; }
/// <summary>
/// 子弹数据
/// </summary>
@ -30,7 +31,8 @@ public interface IBullet : ICoroutine, IPoolItem
/// <summary>
/// 初始化子弹数据
/// </summary>
void InitData(BulletData data, uint attackLayer);
void InitData(BulletData data, CampEnum camp);
/// <summary>
/// 子弹运行逻辑执行完成
/// </summary>

View File

@ -8,9 +8,9 @@ public partial class TrailBullet : Bullet
private static Color EnemyTerrainColor = new Color(1.5f, 0, 0, 0.7f);
private Trail trail;
public override void InitData(BulletData data, uint attackLayer)
public override void InitData(BulletData data, CampEnum camp)
{
base.InitData(data, attackLayer);
base.InitData(data, camp);
trail = ObjectManager.GetPoolItem<Trail>(ResourcePath.prefab_effect_common_Trail0001_tscn);
trail.SetTarget(AnimatedSprite);

View File

@ -7,6 +7,11 @@ using Godot;
[Tool]
public partial class ObstacleObject : ActivityObject, IHurt
{
public virtual bool CanHurt(ActivityObject target)
{
return true;
}
public virtual void Hurt(ActivityObject target, int damage, float angle)
{
}

View File

@ -1,10 +1,28 @@
public enum CampEnum
{
// 阵营1, 玩家
/// <summary>
/// 无阵营, 所有角色都视为敌人
/// </summary>
None,
/// <summary>
/// 和平阵营, 不会被攻击
/// </summary>
Peace,
/// <summary>
/// 阵营1, 玩家
/// </summary>
Camp1,
// 阵营2, 敌人
/// <summary>
/// 阵营2, 敌人
/// </summary>
Camp2,
// 阵营3, 中立单位
Camp3
/// <summary>
/// 阵营3, 敌人2
/// </summary>
Camp3,
/// <summary>
/// 阵营4, 敌人3
/// </summary>
Camp4,
}

View File

@ -10,6 +10,11 @@ using Godot;
/// </summary>
public abstract partial class Role : ActivityObject
{
/// <summary>
/// 攻击目标的碰撞器所属层级, 数据源自于: <see cref="PhysicsLayer"/>
/// </summary>
public const uint AttackLayer = PhysicsLayer.Wall | PhysicsLayer.Obstacle | PhysicsLayer.HurtArea;
/// <summary>
/// 当前角色对其他角色造成伤害时对回调
/// 参数1为目标角色
@ -27,11 +32,6 @@ public abstract partial class Role : ActivityObject
/// </summary>
public RoleState RoleState { get; private set; }
/// <summary>
/// 默认攻击对象层级
/// </summary>
public const uint DefaultAttackLayer = PhysicsLayer.Player | PhysicsLayer.Enemy | PhysicsLayer.Obstacle;
/// <summary>
/// 伤害区域
/// </summary>
@ -47,17 +47,7 @@ public abstract partial class Role : ActivityObject
/// <summary>
/// 所属阵营
/// </summary>
public CampEnum Camp;
/// <summary>
/// 攻击目标的碰撞器所属层级, 数据源自于: <see cref="PhysicsLayer"/>
/// </summary>
public uint AttackLayer { get; set; } = PhysicsLayer.Wall | PhysicsLayer.Obstacle;
/// <summary>
/// 该角色敌对目标的碰撞器所属层级, 数据源自于: <see cref="PhysicsLayer"/>
/// </summary>
public uint EnemyLayer { get; set; } = PhysicsLayer.Enemy;
public CampEnum Camp { get; set; }
/// <summary>
/// 携带的被动道具列表
@ -282,20 +272,11 @@ public abstract partial class Role : ActivityObject
{
if (value) //无敌状态
{
if (HurtArea != null)
{
HurtArea.CollisionLayer = _currentLayer;
}
_flashingInvincibleTimer = -1;
_flashingInvincibleFlag = false;
}
else //正常状态
{
if (HurtArea != null)
{
HurtArea.CollisionLayer = _currentLayer;
}
SetBlendModulate(new Color(1, 1, 1, 1));
}
}
@ -335,7 +316,6 @@ public abstract partial class Role : ActivityObject
private Vector2 _startScale;
//当前可互动的物体
private CheckInteractiveResult _currentResultData;
private uint _currentLayer;
//闪烁计时器
private float _flashingInvincibleTimer = -1;
//闪烁状态
@ -479,15 +459,7 @@ public abstract partial class Role : ActivityObject
_startScale = Scale;
HurtArea.InitActivityObject(this);
HurtArea.CollisionLayer = CollisionLayer;
HurtArea.CollisionMask = PhysicsLayer.None;
_currentLayer = HurtArea.CollisionLayer;
//CollisionLayer = PhysicsLayer.None;
HurtArea.OnHurtEvent += (target, damage, angle) =>
{
CallDeferred(nameof(HurtHandler), target, damage, angle);
};
HurtArea.InitRole(this);
Face = FaceDirection.Right;
@ -857,7 +829,7 @@ public abstract partial class Role : ActivityObject
/// <param name="target">触发伤害的对象, 为 null 表示不存在对象或者对象已经被销毁</param>
/// <param name="damage">伤害的量</param>
/// <param name="angle">伤害角度(弧度制)</param>
protected virtual void HurtHandler(ActivityObject target, int damage, float angle)
public virtual void HurtHandler(ActivityObject target, int damage, float angle)
{
//受伤闪烁, 无敌状态
if (Invincible)
@ -1016,6 +988,33 @@ public abstract partial class Role : ActivityObject
return this == World.Player;
}
/// <summary>
/// 返回指定角色是否是敌人
/// </summary>
public bool IsEnemy(Role other)
{
if (other.Camp == Camp || other.Camp == CampEnum.Peace || Camp == CampEnum.Peace)
{
return false;
}
return true;
}
/// <summary>
/// 返回指定阵营是否是敌人
/// </summary>
public bool IsEnemy(CampEnum otherCamp)
{
if (otherCamp == Camp || otherCamp == CampEnum.Peace || Camp == CampEnum.Peace)
{
return false;
}
return true;
}
/// <summary>
/// 是否是玩家的敌人
/// </summary>
@ -1025,7 +1024,7 @@ public abstract partial class Role : ActivityObject
{
return false;
}
return CollisionWithMask(World.Player.EnemyLayer);
return IsEnemy(World.Player);
}
/// <summary>
@ -1413,8 +1412,7 @@ public abstract partial class Role : ActivityObject
}
else if (body is Bullet bullet) //攻击子弹
{
var attackLayer = bullet.AttackLayer;
if (CollisionWithMask(attackLayer)) //是攻击玩家的子弹
if (IsEnemy(bullet.BulletData.TriggerRole))
{
bullet.OnPlayDisappearEffect();
bullet.Destroy();
@ -1424,21 +1422,24 @@ public abstract partial class Role : ActivityObject
private void HandlerCollision(IHurt hurt, Weapon activeWeapon)
{
var damage = Utils.Random.RandomConfigRange(activeWeapon.Attribute.MeleeAttackHarmRange);
damage = RoleState.CalcDamage(damage);
var o = hurt.GetActivityObject();
var pos = hurt.GetPosition();
if (o != null && o is not Player) //不是玩家才能被击退
if (hurt.CanHurt(this))
{
var attr = IsAi ? activeWeapon.AiUseAttribute : activeWeapon.PlayerUseAttribute;
var repel = Utils.Random.RandomConfigRange(attr.MeleeAttackRepelRange);
var position = pos - MountPoint.GlobalPosition;
var v2 = position.Normalized() * repel;
o.AddRepelForce(v2);
var damage = Utils.Random.RandomConfigRange(activeWeapon.Attribute.MeleeAttackHarmRange);
damage = RoleState.CalcDamage(damage);
var o = hurt.GetActivityObject();
var pos = hurt.GetPosition();
if (o != null && o is not Player) //不是玩家才能被击退
{
var attr = IsAi ? activeWeapon.AiUseAttribute : activeWeapon.PlayerUseAttribute;
var repel = Utils.Random.RandomConfigRange(attr.MeleeAttackRepelRange);
var position = pos - MountPoint.GlobalPosition;
var v2 = position.Normalized() * repel;
o.AddRepelForce(v2);
}
hurt.Hurt(this, damage, (pos - GlobalPosition).Angle());
}
hurt.Hurt(this, damage, (pos - GlobalPosition).Angle());
}
protected override void OnDestroy()

View File

@ -63,9 +63,6 @@ public partial class Enemy : AiRole
public override void OnInit()
{
base.OnInit();
AttackLayer = PhysicsLayer.Obstacle | PhysicsLayer.Player;
EnemyLayer = PhysicsLayer.Player;
Camp = CampEnum.Camp2;
RoleState.MoveSpeed = 20;

View File

@ -56,7 +56,7 @@ public partial class NoWeaponEnemy : Enemy
var data = bulletData.Clone();
var tempPos = new Vector2(targetPosition.X + Utils.Random.RandomRangeInt(-30, 30), targetPosition.Y + Utils.Random.RandomRangeInt(-30, 30));
FireManager.SetParabolaTarget(data, tempPos);
FireManager.ShootBullet(data, AttackLayer);
FireManager.ShootBullet(data, Camp);
}
}

View File

@ -37,8 +37,6 @@ public partial class Player : Role
IsAi = false;
StateController = AddComponent<StateController<Player, PlayerStateEnum>>();
AttackLayer = PhysicsLayer.Obstacle | PhysicsLayer.Enemy;
EnemyLayer = EnemyLayer = PhysicsLayer.Enemy;
Camp = CampEnum.Camp1;
MaxHp = 6;
@ -223,10 +221,14 @@ public partial class Player : Role
}
else if (Input.IsKeyPressed(Key.O)) //测试用, 消灭房间内所有敌人
{
var enemyList = AffiliationArea.FindIncludeItems(o => o.CollisionWithMask(PhysicsLayer.Enemy));
var enemyList = AffiliationArea.FindIncludeItems(o => o is Role role && role.IsEnemyWithPlayer());
foreach (var enemy in enemyList)
{
((Enemy)enemy).HurtArea.Hurt(this, 1000, 0);
var hurt = ((Enemy)enemy).HurtArea;
if (hurt.CanHurt(this))
{
hurt.Hurt(this, 1000, 0);
}
}
}
// //测试用

View File

@ -27,11 +27,6 @@ public abstract partial class Weapon : ActivityObject, IPackageItem<Role>
private ExcelConfig.WeaponBase _playerWeaponAttribute;
private ExcelConfig.WeaponBase _aiWeaponAttribute;
/// <summary>
/// 武器攻击的目标阵营
/// </summary>
public CampEnum TargetCamp { get; set; }
public Role Master { get; set; }
public int PackageIndex { get; set; } = -1;
@ -149,11 +144,6 @@ public abstract partial class Weapon : ActivityObject, IPackageItem<Role>
/// </summary>
public Role TriggerRole { get; private set; }
/// <summary>
/// 上一次触发改武器开火的触发开火攻击的层级, 数据源自于: <see cref="PhysicsLayer"/>
/// </summary>
public long TriggerRoleAttackLayer { get; private set; }
/// <summary>
/// 武器当前射速
/// </summary>
@ -850,13 +840,11 @@ public abstract partial class Weapon : ActivityObject, IPackageItem<Role>
if (triggerRole != null)
{
TriggerRole = triggerRole;
TriggerRoleAttackLayer = triggerRole.AttackLayer;
SetCurrentWeaponAttribute(triggerRole.IsAi ? _aiWeaponAttribute : _playerWeaponAttribute);
}
else if (Master != null)
{
TriggerRole = Master;
TriggerRoleAttackLayer = Master.AttackLayer;
SetCurrentWeaponAttribute(Master.IsAi ? _aiWeaponAttribute : _playerWeaponAttribute);
}
@ -1275,19 +1263,6 @@ public abstract partial class Weapon : ActivityObject, IPackageItem<Role>
return AiUseAttribute;
}
/// <summary>
/// 获取武器攻击的目标层级
/// </summary>
/// <returns></returns>
public uint GetAttackLayer()
{
if (TriggerRoleAttackLayer > 0)
{
return (uint)TriggerRoleAttackLayer;
}
return Master != null ? Master.AttackLayer : Role.DefaultAttackLayer;
}
/// <summary>
/// 返回弹药是否到达上限
/// </summary>

View File

@ -26,7 +26,7 @@ public partial class Knife : Weapon
public override void OnInit()
{
base.OnInit();
//没有Master时不能触发开火
NoMasterCanTrigger = false;
_hitArea = GetNode<Area2D>("HitArea");
@ -40,6 +40,9 @@ public partial class Knife : Weapon
_hitArea.Monitorable = false;
_hitArea.BodyEntered += OnBodyEntered;
_hitArea.AreaEntered += OnArea2dEntered;
//更新碰撞层级
_hitArea.CollisionMask = Role.AttackLayer | PhysicsLayer.Bullet;
//禁用自动播放动画
IsAutoPlaySpriteFrames = false;
@ -74,8 +77,6 @@ public partial class Knife : Weapon
protected override void OnFire()
{
Debug.Log("近战武器攻击! 蓄力时长: " + GetTriggerChargeTime() + ", 扳机按下时长: " + GetTriggerDownTime());
//更新碰撞层级
_hitArea.CollisionMask = GetAttackLayer() | PhysicsLayer.Bullet;
//启用碰撞
_hitArea.Monitoring = true;
_attackIndex = 0;
@ -130,8 +131,7 @@ public partial class Knife : Weapon
}
else if (body is Bullet bullet) //攻击子弹
{
var attackLayer = bullet.AttackLayer;
if (TriggerRole != null && TriggerRole.CollisionWithMask(attackLayer)) //是攻击玩家的子弹
if (TriggerRole != null && TriggerRole.IsEnemy(bullet.BulletData.TriggerRole))
{
//反弹子弹
bullet.OnPlayDisappearEffect();
@ -143,7 +143,7 @@ public partial class Knife : Weapon
}
bullet.MoveController.ScaleAllVelocity(scale);
bullet.Rotation += Mathf.Pi;
bullet.AttackLayer = TriggerRole.AttackLayer;
bullet.Camp = Master.Camp;
bullet.RefreshBulletColor(false);
}
}
@ -159,42 +159,45 @@ public partial class Knife : Weapon
private void HandlerCollision(IHurt hurt)
{
var damage = Utils.Random.RandomConfigRange(Attribute.Bullet.HarmRange);
//计算子弹造成的伤害
if (TriggerRole != null)
if (hurt.CanHurt(TriggerRole))
{
damage = TriggerRole.RoleState.CalcDamage(damage);
}
//击退
var attr = GetUseAttribute(TriggerRole);
var repel = Utils.Random.RandomConfigRange(attr.Bullet.RepelRange);
//计算击退
if (TriggerRole != null)
{
repel = TriggerRole.RoleState.CalcBulletRepel(repel);
}
var globalPosition = GlobalPosition;
if (repel != 0)
{
var o = hurt.GetActivityObject();
if (o != null && o is not Player) //不是玩家才能被击退
var damage = Utils.Random.RandomConfigRange(Attribute.Bullet.HarmRange);
//计算子弹造成的伤害
if (TriggerRole != null)
{
Vector2 position;
if (TriggerRole != null)
{
position = o.GlobalPosition - TriggerRole.MountPoint.GlobalPosition;
}
else
{
position = o.GlobalPosition - globalPosition;
}
var v2 = position.Normalized() * repel;
o.AddRepelForce(v2);
damage = TriggerRole.RoleState.CalcDamage(damage);
}
//击退
var attr = GetUseAttribute(TriggerRole);
var repel = Utils.Random.RandomConfigRange(attr.Bullet.RepelRange);
//计算击退
if (TriggerRole != null)
{
repel = TriggerRole.RoleState.CalcBulletRepel(repel);
}
}
//造成伤害
hurt.Hurt(TriggerRole, damage, (hurt.GetPosition() - globalPosition).Angle());
var globalPosition = GlobalPosition;
if (repel != 0)
{
var o = hurt.GetActivityObject();
if (o != null && o is not Player) //不是玩家才能被击退
{
Vector2 position;
if (TriggerRole != null)
{
position = o.GlobalPosition - TriggerRole.MountPoint.GlobalPosition;
}
else
{
position = o.GlobalPosition - globalPosition;
}
var v2 = position.Normalized() * repel;
o.AddRepelForce(v2);
}
}
//造成伤害
hurt.Hurt(TriggerRole, damage, (hurt.GetPosition() - globalPosition).Angle());
}
}
}

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@ -24,9 +24,9 @@ public class PhysicsLayer
/// </summary>
public const uint Player = 0b1000;
/// <summary>
/// 敌人
/// 角色基类
/// </summary>
public const uint Enemy = 0b10000;
public const uint Role = 0b10000;
/// <summary>
/// 归属区域判断层级
/// </summary>
@ -48,7 +48,7 @@ public class PhysicsLayer
/// </summary>
public const uint Obstacle = 0b1000000000;
/// <summary>
/// npc
/// 可被子弹击中的区域
/// </summary>
public const uint Npc = 0b10000000000;
public const uint HurtArea = 0b10000000000;
}

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@ -97,11 +97,13 @@ public static class FireManager
{
if (bullet.Type == 1) //实体子弹
{
return ShootSolidBullet(CreateSolidBulletData(weapon, fireRotation, bullet), weapon.GetAttackLayer());
return ShootSolidBullet(CreateSolidBulletData(weapon, fireRotation, bullet),
weapon.TriggerRole != null ? weapon.TriggerRole.Camp : CampEnum.None);
}
else if (bullet.Type == 2) //激光子弹
{
return ShootLaser(CreateLaserData(weapon, fireRotation, bullet), weapon.GetAttackLayer());
return ShootLaser(CreateLaserData(weapon, fireRotation, bullet),
weapon.TriggerRole != null ? weapon.TriggerRole.Camp : CampEnum.None);
}
else
{
@ -118,7 +120,7 @@ public static class FireManager
{
if (bullet.Type == 1) //实体子弹
{
return ShootSolidBullet(CreateSolidBulletData(trigger, fireRotation, bullet), trigger.AttackLayer);
return ShootSolidBullet(CreateSolidBulletData(trigger, fireRotation, bullet), trigger.Camp);
}
return null;
@ -127,15 +129,15 @@ public static class FireManager
/// <summary>
/// 通过 BulletData 直接发射子弹
/// </summary>
public static IBullet ShootBullet(BulletData bulletData, uint attackLayer)
public static IBullet ShootBullet(BulletData bulletData, CampEnum camp)
{
if (bulletData.BulletBase.Type == 1) //实体子弹
{
return ShootSolidBullet(bulletData, attackLayer);
return ShootSolidBullet(bulletData, camp);
}
else if (bulletData.BulletBase.Type == 2) //激光子弹
{
return ShootLaser(bulletData, attackLayer);
return ShootLaser(bulletData, camp);
}
else
{
@ -148,23 +150,23 @@ public static class FireManager
/// <summary>
/// 发射子弹的默认实现方式
/// </summary>
private static Bullet ShootSolidBullet(BulletData bulletData, uint attackLayer)
private static Bullet ShootSolidBullet(BulletData bulletData, CampEnum camp)
{
//创建子弹
var bulletInstance = ObjectManager.GetBullet(bulletData.BulletBase.Prefab);
bulletInstance.InitData(bulletData, attackLayer);
bulletInstance.InitData(bulletData, camp);
return bulletInstance;
}
/// <summary>
/// 发射射线的默认实现方式
/// </summary>
private static Laser ShootLaser(BulletData bulletData, uint attackLayer)
private static Laser ShootLaser(BulletData bulletData, CampEnum camp)
{
//创建激光
var laser = ObjectManager.GetLaser(bulletData.BulletBase.Prefab);
laser.AddToActivityRoot(RoomLayerEnum.YSortLayer);
laser.InitData(bulletData, attackLayer, Laser.LaserDefaultWidth);
laser.InitData(bulletData, camp, Laser.LaserDefaultWidth);
return laser;
}

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@ -904,7 +904,7 @@ public partial class DungeonManager : Node2D
{
//房间内是否有存活的敌人
var flag = ActiveAffiliationArea.ExistEnterItem(
activityObject => activityObject.CollisionWithMask(PhysicsLayer.Enemy)
activityObject => activityObject is Role role && role.IsEnemyWithPlayer()
);
//Debug.Log("当前房间存活数量: " + count);
if (!flag)