using Godot; /// <summary> /// 主动使用道具 /// </summary> public abstract partial class ActiveProp : Prop { /// <summary> /// 道具可使用次数 /// </summary> public int Count { get => _count; set { var temp = _count; _count = Mathf.Clamp(value, 0, _maxCount); if (temp != _count) { OnChangeCount(); } } } private int _count = 1; /// <summary> /// 道具最大可使用次数 /// </summary> public int MaxCount { get => _maxCount; set { var temp = _maxCount; _maxCount = Mathf.Max(1, value); if (temp != _maxCount) { OnChangeMaxCount(); } if (Count > _maxCount) { Count = _maxCount; } } } private int _maxCount = 1; /// <summary> /// 道具当前叠加数量 /// </summary> public int OverlaysCount { get; set; } = 1; /// <summary> /// 道具最大叠加数量 /// </summary> public int MaxOverlaysCount { get; set; } = 1; /// <summary> /// 使用一次后的冷却时间, 单位: 秒 /// </summary> public float CooldownTime { get; set; } = 1f; /// <summary> /// 当道具使用完后是否自动销毁 /// </summary> public bool AutoDestroy { get; set; } = true; /// <summary> /// 道具充能进度, 必须要充能完成才能使用, 值范围: 0 - 1 /// </summary> public float ChargeProgress { get; set; } = 1; /// <summary> /// 是否可以使用 /// </summary> public abstract bool CanUse(); /// <summary> /// 当道具被使用时调用 /// </summary> protected abstract void OnUse(); protected override void OnPickUp(Role master) { } protected override void OnRemove(Role master) { } protected virtual void OnChangeCount() { } protected virtual void OnChangeMaxCount() { } /// <summary> /// 触发使用道具 /// </summary> public void Use() { if (ChargeProgress >= 1 && CanUse()) { OnUse(); } } }