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DungeonShooting / DungeonShooting_Godot / src / game / activity / weapon / knife / Knife.cs
@小李xl 小李xl on 4 Apr 2024 6 KB 解决换阵营子弹碰撞问题
  1.  
  2. using Godot;
  3.  
  4. /// <summary>
  5. /// 近战武器,刀
  6. /// </summary>
  7. [Tool]
  8. public partial class Knife : Weapon
  9. {
  10. /// <summary>
  11. /// 近战攻击范围
  12. /// </summary>
  13. [Export]
  14. public int AttackRange { get; set; } = 41;
  15.  
  16. /// <summary>
  17. /// 开始蓄力时武器抬起角度
  18. /// </summary>
  19. [Export]
  20. public int BeginChargeAngle { get; set; } = 120;
  21. private Area2D _hitArea;
  22. private int _attackIndex = 0;
  23. private CollisionPolygon2D _collisionPolygon;
  24. public override void OnInit()
  25. {
  26. base.OnInit();
  27. //没有Master时不能触发开火
  28. NoMasterCanTrigger = false;
  29. _hitArea = GetNode<Area2D>("HitArea");
  30. _collisionPolygon = new CollisionPolygon2D();
  31. var a = Mathf.Abs(-BeginChargeAngle + Attribute.UpliftAngle);
  32. var ca = Utils.ConvertAngle(-a / 2f);
  33. _collisionPolygon.Polygon = Utils.CreateSectorPolygon(ca, AttackRange, a, 6);
  34. _hitArea.AddChild(_collisionPolygon);
  35. _hitArea.Monitoring = false;
  36. _hitArea.Monitorable = false;
  37. _hitArea.BodyEntered += OnBodyEntered;
  38. _hitArea.AreaEntered += OnArea2dEntered;
  39. //更新碰撞层级
  40. _hitArea.CollisionMask = Role.AttackLayer | PhysicsLayer.Bullet;
  41.  
  42. //禁用自动播放动画
  43. IsAutoPlaySpriteFrames = false;
  44. }
  45.  
  46. protected override void Process(float delta)
  47. {
  48. base.Process(delta);
  49. if (IsActive)
  50. {
  51. //让碰撞节点与武器挂载节点位置保持一致, 而不跟着武器走
  52. _hitArea.GlobalPosition = Master.MountPoint.GlobalPosition;
  53. }
  54. }
  55.  
  56. protected override void PhysicsProcess(float delta)
  57. {
  58. base.PhysicsProcess(delta);
  59. //过去两个物理帧后就能关闭碰撞了
  60. if (++_attackIndex >= 2)
  61. {
  62. _hitArea.Monitoring = false;
  63. }
  64. }
  65.  
  66. protected override void OnBeginCharge()
  67. {
  68. //开始蓄力时武器角度
  69. RotationDegrees = -BeginChargeAngle;
  70. }
  71.  
  72. protected override void OnFire()
  73. {
  74. Debug.Log("近战武器攻击! 蓄力时长: " + GetTriggerChargeTime() + ", 扳机按下时长: " + GetTriggerDownTime());
  75. //启用碰撞
  76. _hitArea.Monitoring = true;
  77. _attackIndex = 0;
  78.  
  79. if (IsActive) //被使用
  80. {
  81. //播放挥刀特效
  82. SpecialEffectManager.PlaySpriteFrames(
  83. Master,
  84. ResourcePath.resource_spriteFrames_weapon_Weapon0004_hit_tres, "default",
  85. Master.MountPoint.Position,
  86. Master.MountPoint.Rotation + Mathf.DegToRad(Attribute.UpliftAngle + 60),
  87. AnimatedSprite.Scale,
  88. new Vector2(17, 4), 1
  89. );
  90. }
  91.  
  92.  
  93. if (Master == World.Player)
  94. {
  95. var r = Master.MountPoint.RotationDegrees;
  96. //创建屏幕抖动
  97. if (Master.Face == FaceDirection.Right)
  98. {
  99. //GameCamera.Main.DirectionalShake(Vector2.FromAngle(Mathf.DegToRad(r - 90)) * 5);
  100. GameCamera.Main.DirectionalShake(Vector2.FromAngle(Mathf.DegToRad(r - 180)) * Attribute.CameraShake);
  101. }
  102. else
  103. {
  104. //GameCamera.Main.DirectionalShake(Vector2.FromAngle(Mathf.DegToRad(270 - r)) * 5);
  105. GameCamera.Main.DirectionalShake(Vector2.FromAngle(Mathf.DegToRad(-r)) * Attribute.CameraShake);
  106. }
  107. }
  108. }
  109.  
  110. protected override void OnShoot(float fireRotation)
  111. {
  112. }
  113.  
  114. protected override int UseAmmoCount()
  115. {
  116. //这里要做判断, 如果没有碰到敌人, 则不消耗弹药 (耐久)
  117. return 0;
  118. }
  119.  
  120. private void OnBodyEntered(Node2D body)
  121. {
  122. if (body is IHurt hurt)
  123. {
  124. HandlerCollision(hurt);
  125. }
  126. else if (body is Bullet bullet) //攻击子弹
  127. {
  128. if (TriggerRole != null && TriggerRole.IsEnemy(bullet.BulletData.TriggerRole))
  129. {
  130. //反弹子弹
  131. bullet.OnPlayDisappearEffect();
  132. var scale = -1f;
  133. var weapon = bullet.BulletData.Weapon;
  134. if (weapon != null)
  135. {
  136. scale /= weapon.AiUseAttribute.AiAttackAttr.BulletSpeedScale;
  137. }
  138. bullet.MoveController.ScaleAllVelocity(scale);
  139. bullet.Rotation += Mathf.Pi;
  140. bullet.Camp = Master.Camp;
  141. bullet.RefreshBulletColor(false);
  142. }
  143. }
  144. }
  145. private void OnArea2dEntered(Area2D area)
  146. {
  147. if (area is IHurt hurt)
  148. {
  149. HandlerCollision(hurt);
  150. }
  151. }
  152.  
  153. private void HandlerCollision(IHurt hurt)
  154. {
  155. if (TriggerRole == null || hurt.CanHurt(TriggerRole.Camp))
  156. {
  157. var damage = Utils.Random.RandomConfigRange(Attribute.Bullet.HarmRange);
  158. //计算子弹造成的伤害
  159. if (TriggerRole != null)
  160. {
  161. damage = TriggerRole.RoleState.CalcDamage(damage);
  162. }
  163. //击退
  164. var attr = GetUseAttribute(TriggerRole);
  165. var repel = Utils.Random.RandomConfigRange(attr.Bullet.RepelRange);
  166. //计算击退
  167. if (TriggerRole != null)
  168. {
  169. repel = TriggerRole.RoleState.CalcBulletRepel(repel);
  170. }
  171. var globalPosition = GlobalPosition;
  172. if (repel != 0)
  173. {
  174. var o = hurt.GetActivityObject();
  175. if (o != null && o is not Player) //不是玩家才能被击退
  176. {
  177. Vector2 position;
  178. if (TriggerRole != null)
  179. {
  180. position = o.GlobalPosition - TriggerRole.MountPoint.GlobalPosition;
  181. }
  182. else
  183. {
  184. position = o.GlobalPosition - globalPosition;
  185. }
  186. var v2 = position.Normalized() * repel;
  187. o.AddRepelForce(v2);
  188. }
  189. }
  190. //造成伤害
  191. hurt.Hurt(TriggerRole, damage, (hurt.GetPosition() - globalPosition).Angle());
  192. }
  193. }
  194. }