- using System.Collections;
- using System.Collections.Generic;
- using Config;
- using Godot;
-
- /// <summary>
- /// 激光子弹
- /// </summary>
- public partial class Laser : Area2D, IBullet
- {
- public CollisionShape2D Collision { get; private set; }
- public Sprite2D LineSprite { get; private set; }
- public RectangleShape2D Shape { get; private set; }
-
- public uint AttackLayer
- {
- get => CollisionMask;
- set => CollisionMask = value;
- }
- public Weapon Weapon { get; set; }
- public ExcelConfig.BulletBase BulletBase { get; set; }
- public Role TriggerRole { get; set; }
-
- /// <summary>
- /// 最小伤害
- /// </summary>
- public int MinHarm { get; set; } = 4;
-
- /// <summary>
- /// 最大伤害
- /// </summary>
- public int MaxHarm { get; set; } = 4;
-
- public bool IsDestroyed { get; private set; }
-
- public float Width { get; set; }
-
- //开启的协程
- private List<CoroutineData> _coroutineList;
- private float _pixelScale;
- private float _speed = 2000;
-
- public override void _Ready()
- {
- Collision = GetNodeOrNull<CollisionShape2D>("CollisionShape2D");
- Collision.Disabled = true;
- Shape = Collision.Shape as RectangleShape2D;
- LineSprite = GetNodeOrNull<Sprite2D>("LineSprite");
- _pixelScale = 1f / LineSprite.Texture.GetHeight();
-
- AreaEntered += OnArea2dEntered;
- }
-
- public void Init(Weapon weapon, uint attackLayer, Vector2 position, float rotation, float width, float distance)
- {
- TriggerRole = weapon.TriggerRole;
- Weapon = weapon;
- AttackLayer = attackLayer;
-
- Position = position;
- Rotation = rotation;
-
- //计算射线最大距离, 也就是撞到墙壁的距离
- var targetPosition = position + Vector2.FromAngle(rotation) * distance;
- var parameters = PhysicsRayQueryParameters2D.Create(position, targetPosition, PhysicsLayer.Wall);
- var result = GetWorld2D().DirectSpaceState.IntersectRay(parameters);
- if (result != null && result.TryGetValue("position", out var point))
- {
- distance = position.DistanceTo((Vector2)point);
- }
-
- Collision.SetDeferred(CollisionShape2D.PropertyName.Disabled, false);
- Collision.Position = Vector2.Zero;
- Shape.Size = Vector2.Zero;;
- LineSprite.Scale = new Vector2(0, width * _pixelScale);
-
- //如果子弹会对玩家造成伤害, 则显示成红色
- if (Player.Current.CollisionWithMask(attackLayer))
- {
- LineSprite.Modulate = new Color(2.5f, 0.5f, 0.5f);
- }
-
- //激光飞行时间
- var time = distance / _speed;
-
- var tween = CreateTween();
- tween.SetParallel();
- tween.TweenProperty(LineSprite, "scale", new Vector2(distance, width * _pixelScale), time);
- tween.TweenProperty(Collision, "position", new Vector2(distance * 0.5f, 0), time);
- tween.TweenProperty(Shape, "size", new Vector2(distance, width), time);
- tween.Chain();
- //持续时间
- // tween.TweenInterval(0.2f);
- // tween.Chain();
- tween.TweenCallback(Callable.From(() =>
- {
- Collision.SetDeferred(CollisionShape2D.PropertyName.Disabled, false);
- }));
- tween.Chain();
- tween.TweenProperty(LineSprite, "scale", new Vector2(distance, 0), 0.3f);
- tween.Chain();
- tween.TweenCallback(Callable.From(() =>
- {
- Destroy();
- }));
- tween.Play();
- }
-
- public override void _Process(double delta)
- {
- ProxyCoroutineHandler.ProxyUpdateCoroutine(ref _coroutineList, (float)delta);
- }
-
- public void Destroy()
- {
- if (IsDestroyed)
- {
- return;
- }
-
- QueueFree();
- }
-
- private void OnArea2dEntered(Area2D other)
- {
- var role = other.AsActivityObject<Role>();
- if (role != null)
- {
- //计算子弹造成的伤害
- var damage = Utils.Random.RandomRangeInt(MinHarm, MaxHarm);
- if (TriggerRole != null)
- {
- damage = TriggerRole.RoleState.CallCalcDamageEvent(damage);
- }
- //造成伤害
- role.CallDeferred(nameof(Role.Hurt), damage, Rotation);
- }
- }
-
- public long StartCoroutine(IEnumerator able)
- {
- return ProxyCoroutineHandler.ProxyStartCoroutine(ref _coroutineList, able);
- }
-
- public void StopCoroutine(long coroutineId)
- {
- ProxyCoroutineHandler.ProxyStopCoroutine(ref _coroutineList, coroutineId);
- }
-
- public bool IsCoroutineOver(long coroutineId)
- {
- return ProxyCoroutineHandler.ProxyIsCoroutineOver(ref _coroutineList, coroutineId);
- }
-
- public void StopAllCoroutine()
- {
- ProxyCoroutineHandler.ProxyStopAllCoroutine(ref _coroutineList);
- }
- }