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DungeonShooting / DungeonShooting_Godot / src / game / activity / role / RoleState.cs
  1.  
  2. using System;
  3.  
  4. /// <summary>
  5. /// 角色属性类
  6. /// </summary>
  7. public class RoleState
  8. {
  9. /// <summary>
  10. /// 移动速度
  11. /// </summary>
  12. public float MoveSpeed = 120f;
  13. /// <summary>
  14. /// 移动加速度
  15. /// </summary>
  16. public float Acceleration = 1500f;
  17. /// <summary>
  18. /// 移动摩擦力, 仅用于人物基础移动
  19. /// </summary>
  20. public float Friction = 900f;
  21. /// <summary>
  22. /// 翻滚速度
  23. /// </summary>
  24. public float RollSpeed = 180f;
  25.  
  26. /// <summary>
  27. /// 翻滚冷却时间
  28. /// </summary>
  29. public float RollTime = 0.5f;
  30. /// <summary>
  31. /// 单格护盾恢复时间, 单位: 秒
  32. /// </summary>
  33. public float ShieldRecoveryTime = 8;
  34.  
  35. /// <summary>
  36. /// 受伤后的无敌时间, 单位: 秒
  37. /// </summary>
  38. public float WoundedInvincibleTime = 1f;
  39.  
  40. /// <summary>
  41. /// 护盾被攻击后的无敌时间, 单位: 秒
  42. /// </summary>
  43. public float ShieldInvincibleTime = 0.4f;
  44.  
  45. /// <summary>
  46. /// 攻击/发射后计算伤害
  47. /// </summary>
  48. public event Action<int, RefValue<int>> CalcDamageEvent;
  49. public int CallCalcDamageEvent(int damage)
  50. {
  51. if (CalcDamageEvent != null)
  52. {
  53. var result = new RefValue<int>(damage);
  54. CalcDamageEvent(damage, result);
  55. return result.Value;
  56. }
  57.  
  58. return damage;
  59. }
  60.  
  61. /// <summary>
  62. /// 受伤后计算受到的伤害
  63. /// </summary>
  64. public event Action<int, RefValue<int>> CalcHurtDamageEvent;
  65. public int CallCalcHurtDamageEvent(int damage)
  66. {
  67. if (CalcHurtDamageEvent != null)
  68. {
  69. var result = new RefValue<int>(damage);
  70. CalcHurtDamageEvent(damage, result);
  71. return result.Value;
  72. }
  73.  
  74. return damage;
  75. }
  76.  
  77. /// <summary>
  78. /// 武器初始散射值增量
  79. /// </summary>
  80. public event Action<Weapon, float, RefValue<float>> CalcStartScatteringEvent;
  81.  
  82. public float CallCalcStartScatteringEvent(Weapon weapon, float value)
  83. {
  84. if (CalcStartScatteringEvent != null)
  85. {
  86. var result = new RefValue<float>(value);
  87. CalcStartScatteringEvent(weapon, value, result);
  88. return result.Value;
  89. }
  90.  
  91. return value;
  92. }
  93.  
  94. /// <summary>
  95. /// 武器最终散射值增量
  96. /// </summary>
  97. public event Action<Weapon, float, RefValue<float>> CalcFinalScatteringEvent;
  98. public float CallCalcFinalScatteringEvent(Weapon weapon, float value)
  99. {
  100. if (CalcFinalScatteringEvent != null)
  101. {
  102. var result = new RefValue<float>(value);
  103. CalcFinalScatteringEvent(weapon, value, result);
  104. return result.Value;
  105. }
  106.  
  107. return value;
  108. }
  109.  
  110. /// <summary>
  111. /// 武器开火发射子弹数量
  112. /// </summary>
  113. public event Action<Weapon, int, RefValue<int>> CalcBulletCountEvent;
  114. public int CallCalcBulletCountEvent(Weapon weapon, int count)
  115. {
  116. if (CalcBulletCountEvent != null)
  117. {
  118. var result = new RefValue<int>(count);
  119. CalcBulletCountEvent(weapon, count, result);
  120. return result.Value;
  121. }
  122.  
  123. return count;
  124. }
  125.  
  126. /// <summary>
  127. /// 子弹偏移角度, 角度制
  128. /// </summary>
  129. public event Action<Weapon, float, RefValue<float>> CalcBulletDeviationAngleEvent;
  130. public float CallCalcBulletDeviationAngleEvent(Weapon weapon, float angle)
  131. {
  132. if (CalcBulletDeviationAngleEvent != null)
  133. {
  134. var result = new RefValue<float>(angle);
  135. CalcBulletDeviationAngleEvent(weapon, angle, result);
  136. return result.Value;
  137. }
  138.  
  139. return angle;
  140. }
  141.  
  142. /// <summary>
  143. /// 子弹速度
  144. /// </summary>
  145. public event Action<Weapon, float, RefValue<float>> CalcBulletSpeedEvent;
  146. public float CallCalcBulletSpeedEvent(Weapon weapon, float speed)
  147. {
  148. if (CalcBulletSpeedEvent != null)
  149. {
  150. var result = new RefValue<float>(speed);
  151. CalcBulletSpeedEvent(weapon, speed, result);
  152. return result.Value;
  153. }
  154.  
  155. return speed;
  156. }
  157. /// <summary>
  158. /// 子弹射程
  159. /// </summary>
  160. public event Action<Weapon, float, RefValue<float>> CalcBulletDistanceEvent;
  161. public float CallCalcBulletDistanceEvent(Weapon weapon, float distance)
  162. {
  163. if (CalcBulletDistanceEvent != null)
  164. {
  165. var result = new RefValue<float>(distance);
  166. CalcBulletDistanceEvent(weapon, distance, result);
  167. return result.Value;
  168. }
  169.  
  170. return distance;
  171. }
  172. }