using Godot; /// <summary> /// 子弹类 /// </summary> public class Bullet : ActivityObject { /// <summary> /// 碰撞区域 /// </summary> public Area2D CollisionArea { get; } // 最大飞行距离 private float MaxDistance; // 子弹飞行速度 private float FlySpeed = 350; //当前子弹已经飞行的距离 private float CurrFlyDistance = 0; public Bullet(string scenePath, float maxDistance, Vector2 position, float rotation, uint targetLayer) : base(scenePath) { CollisionArea = GetNode<Area2D>("CollisionArea"); CollisionArea.CollisionMask = targetLayer; CollisionArea.Connect("area_entered", this, nameof(OnArea2dEntered)); MaxDistance = maxDistance; Position = position; Rotation = rotation; ShadowOffset = new Vector2(0, 5); } public override void _Ready() { base._Ready(); //绘制阴影 ShowShadowSprite(); } public override void _PhysicsProcess(float delta) { base._PhysicsProcess(delta); //移动 var kinematicCollision = MoveAndCollide(new Vector2(FlySpeed * delta, 0).Rotated(Rotation)); if (kinematicCollision != null) { //创建粒子特效 var packedScene = ResourceManager.Load<PackedScene>(ResourcePath.prefab_effect_BulletSmoke_tscn); var smoke = packedScene.Instance<Particles2D>(); smoke.GlobalPosition = kinematicCollision.Position; smoke.GlobalRotation = kinematicCollision.Normal.Angle(); GameApplication.Instance.Room.GetRoot(true).AddChild(smoke); Destroy(); return; } //距离太大, 自动销毁 CurrFlyDistance += FlySpeed * delta; if (CurrFlyDistance >= MaxDistance) { Destroy(); } } private void OnArea2dEntered(Area2D other) { var role = other.AsActivityObject<Role>(); if (role != null) { role.Hurt(1); Destroy(); } } }