- using System;
- using Godot;
-
- /// <summary>
- /// 武器上的属性
- /// </summary>
- public class WeaponAttribute
- {
- /// <summary>
- /// 武器显示的名称
- /// </summary>
- public string Name = "Gun1";
- /// <summary>
- /// 武器 Prefab, 必须继承场景 "res://prefab/weapon/Weapon.tscn"
- /// </summary>
- public string WeaponPrefab = ResourcePath.prefab_weapon_Weapon_tscn;
- /// <summary>
- /// 武器类型
- /// </summary>
- public WeaponWeightType WeightType = WeaponWeightType.MainWeapon;
- /// <summary>
- /// 武器的图标
- /// </summary>
- public string Icon = ResourcePath.resource_sprite_gun_gun1_png;
- /// <summary>
- /// 动画序列帧资源名称
- /// </summary>
- public string SpriteFrames;
- /// <summary>
- /// 是否连续发射, 如果为false, 则每次发射都需要扣动扳机
- /// </summary>
- public bool ContinuousShoot = true;
- /// <summary>
- /// 弹夹容量
- /// </summary>
- public int AmmoCapacity = 30;
- /// <summary>
- /// 弹药容量上限
- /// </summary>
- public int MaxAmmoCapacity = 120;
- /// <summary>
- /// 起始备用弹药数量
- /// </summary>
- public int StandbyAmmoCapacity = 90;
- /// <summary>
- /// 装弹时间, 单位: 秒
- /// </summary>
- public float ReloadTime = 1.5f;
- /// <summary>
- /// 每粒子弹是否是单独装填, 如果是, 那么每上一发子弹的时间就是 ReloadTime, 可以做霰弹武器装填效果
- /// </summary>
- public bool AloneReload = false;
- /// <summary>
- /// 单独装填时每次装填子弹数量, 必须要将 'AloneReload' 属性设置为 true
- /// </summary>
- public int AloneReloadCount = 1;
- /// <summary>
- /// 单独装填的子弹时可以立即射击, 必须要将 'AloneReload' 属性设置为 true
- /// </summary>
- public bool AloneReloadCanShoot = false;
- /// <summary>
- /// 是否为松发开火, 也就是松开扳机才开火, 若要启用该属性, 必须将 'ContinuousShoot' 设置为 false
- /// </summary>
- public bool LooseShoot = false;
- /// <summary>
- /// 最少需要蓄力多久才能开火, 必须将 'LooseShoot' 设置为 true
- /// </summary>
- public float MinChargeTime = 0f;
- /// <summary>
- /// 连续发射最小次数, 仅当 ContinuousShoot 为 false 时生效
- /// </summary>
- public int MinContinuousCount = 1;
- /// <summary>
- /// 连续发射最大次数, 仅当 ContinuousShoot 为 false 时生效
- /// </summary>
- public int MaxContinuousCount = 1;
- /// <summary>
- /// 按下一次扳机后需要多长时间才能再次感应按下
- /// </summary>
- public float TriggerInterval = 0;
- /// <summary>
- /// 初始射速, 初始每分钟能开火次数
- /// </summary>
- public float StartFiringSpeed = 300;
- /// <summary>
- /// 最终射速, 最终每分钟能开火次数, 仅当 ContinuousShoot 为 true 时生效
- /// </summary>
- public float FinalFiringSpeed = 300;
- /// <summary>
- /// 按下扳机并开火后射速增加速率
- /// </summary>
- public float FiringSpeedAddSpeed = 2;
- /// <summary>
- /// 松开扳机后射速消散速率
- /// </summary>
- public float FiringSpeedBackSpeed = 10;
- /// <summary>
- /// 单次开火发射子弹最小数量
- /// </summary>
- public int MinFireBulletCount = 1;
- /// <summary>
- /// 单次开火发射子弹最大数量
- /// </summary>
- public int MaxFireBulletCount = 1;
- /// <summary>
- /// 开火前延时
- /// </summary>
- public float DelayedTime = 0f;
- /// <summary>
- /// 初始散射半径
- /// </summary>
- public float StartScatteringRange = 0;
- /// <summary>
- /// 最终散射半径
- /// </summary>
- public float FinalScatteringRange = 20;
- /// <summary>
- /// 每次发射后散射增加值
- /// </summary>
- public float ScatteringRangeAddValue = 2;
- /// <summary>
- /// 松开扳机后散射销退速率
- /// </summary>
- public float ScatteringRangeBackSpeed = 10;
- /// <summary>
- /// 松开扳机多久后开始销退散射值
- /// </summary>
- public float ScatteringRangeBackTime = 0f;
- /// <summary>
- /// 子弹飞行最大距离
- /// </summary>
- public float MaxDistance = 600;
- /// <summary>
- /// 子弹飞行最小距离
- /// </summary>
- public float MinDistance = 800;
- /// <summary>
- /// 开火位置
- /// </summary>
- public Vector2 FirePosition = new Vector2(11, 0);
- /// <summary>
- /// 精灵位置
- /// </summary>
- public Vector2 SpritePosition = new Vector2(4, -3);
- /// <summary>
- /// 弹壳投抛起始位置
- /// </summary>
- public Vector2 ShellPosition = new Vector2(5, -2.5f);
- /// <summary>
- /// 重量
- /// </summary>
- public float Weight = 11;
- /// <summary>
- /// 最大后坐力 (仅用于开火后武器身抖动)
- /// </summary>
- public float MaxBacklash = 4;
- /// <summary>
- /// 最小后坐力 (仅用于开火后武器身抖动)
- /// </summary>
- public float MinBacklash = 2;
- /// <summary>
- /// 后坐力偏移回归回归速度
- /// </summary>
- public float BacklashRegressionSpeed = 35f;
- /// <summary>
- /// 开火后武器口上抬角度
- /// </summary>
- public float UpliftAngle = 30;
- /// <summary>
- /// 武器默认上抬角度
- /// </summary>
- public float DefaultAngle = 0;
- /// <summary>
- /// 开火后武器口角度恢复速度倍数
- /// </summary>
- public float UpliftAngleRestore = 1f;
- /// <summary>
- /// 默认射出的子弹
- /// </summary>
- public string BulletId = ActivityIdPrefix.Bullet + "0001";
- /// <summary>
- /// 武器精灵投抛时的旋转中心坐标
- /// </summary>
- public Vector2 ThrowSpritePosition = new Vector2(0, 0);
- /// <summary>
- /// 投抛状态下物体碰撞器大小
- /// </summary>
- public Vector2 ThrowCollisionSize = new Vector2(20, 15);
-
- /// <summary>
- /// 克隆一份新的属性配置
- /// </summary>
- /// <returns></returns>
- public WeaponAttribute Clone()
- {
- var attr = _Clone();
- if (AiUseAttribute != null)
- {
- attr.AiUseAttribute = AiUseAttribute._Clone();
- }
- return attr;
- }
-
- private WeaponAttribute _Clone()
- {
- var attr = new WeaponAttribute();
- attr.Name = Name;
- attr.WeaponPrefab = WeaponPrefab;
- attr.WeightType = WeightType;
- attr.Icon = Icon;
- attr.SpriteFrames = SpriteFrames;
- attr.ContinuousShoot = ContinuousShoot;
- attr.AmmoCapacity = AmmoCapacity;
- attr.MaxAmmoCapacity = MaxAmmoCapacity;
- attr.StandbyAmmoCapacity = StandbyAmmoCapacity;
- attr.ReloadTime = ReloadTime;
- attr.AloneReload = AloneReload;
- attr.AloneReloadCount = AloneReloadCount;
- attr.AloneReloadCanShoot = AloneReloadCanShoot;
- attr.LooseShoot = LooseShoot;
- attr.MinChargeTime = MinChargeTime;
- attr.MinContinuousCount = MinContinuousCount;
- attr.MaxContinuousCount = MaxContinuousCount;
- attr.TriggerInterval = TriggerInterval;
- attr.StartFiringSpeed = StartFiringSpeed;
- attr.FinalFiringSpeed = FinalFiringSpeed;
- attr.FiringSpeedAddSpeed = FiringSpeedAddSpeed;
- attr.FiringSpeedBackSpeed = FiringSpeedBackSpeed;
- attr.MinFireBulletCount = MinFireBulletCount;
- attr.MaxFireBulletCount = MaxFireBulletCount;
- attr.DelayedTime = DelayedTime;
- attr.StartScatteringRange = StartScatteringRange;
- attr.FinalScatteringRange = FinalScatteringRange;
- attr.ScatteringRangeAddValue = ScatteringRangeAddValue;
- attr.ScatteringRangeBackSpeed = ScatteringRangeBackSpeed;
- attr.ScatteringRangeBackTime = ScatteringRangeBackTime;
- attr.MaxDistance = MaxDistance;
- attr.MinDistance = MinDistance;
- attr.FirePosition = FirePosition;
- attr.ShellPosition = ShellPosition;
- attr.SpritePosition = SpritePosition;
- attr.Weight = Weight;
- attr.MaxBacklash = MaxBacklash;
- attr.MinBacklash = MinBacklash;
- attr.BacklashRegressionSpeed = BacklashRegressionSpeed;
- attr.UpliftAngle = UpliftAngle;
- attr.DefaultAngle = DefaultAngle;
- attr.UpliftAngleRestore = UpliftAngleRestore;
- attr.AiTargetLockingTime = AiTargetLockingTime;
- attr.BulletId = BulletId;
- attr.ThrowSpritePosition = ThrowSpritePosition;
- attr.ThrowCollisionSize = ThrowCollisionSize;
- return attr;
- }
-
- //------------------------------ Ai相关 -----------------------------
-
- /// <summary>
- /// 用于Ai, 目标锁定时间, 也就是瞄准目标多久才会开火
- /// </summary>
- public float AiTargetLockingTime = 0;
-
- /// <summary>
- /// 用于Ai, Ai使用该武器发射的子弹速度缩放比
- /// </summary>
- public float AiBulletSpeedScale = 0.7f;
-
- /// <summary>
- /// 用于Ai, Ai使用该武器消耗弹药的概率, (0 - 1)
- /// </summary>
- public float AiAmmoConsumptionProbability = 0f;
-
- /// <summary>
- /// Ai 使用该武器时的武器数据, 设置该字段, 可让同一把武器在敌人和玩家手上有不同属性
- /// </summary>
- public WeaponAttribute AiUseAttribute;
- }