-
- using Godot;
-
- /// <summary>
- /// 主动使用道具
- /// </summary>
- public abstract partial class ActiveProp : Prop, IPackageItem
- {
- public int PackageIndex { get; set; }
-
- /// <summary>
- /// 道具是否可以叠加
- /// </summary>
- public bool Superposition { get; set; } = false;
-
- /// <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>
- /// 道具最大叠加用次数
- /// </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>
- /// 使用一次后的冷却时间, 单位: 秒
- /// </summary>
- public float CooldownTime { get; set; } = 2f;
-
- /// <summary>
- /// 当道具使用完后是否自动销毁
- /// </summary>
- public bool AutoDestroy { get; set; } = false;
-
- /// <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 => _chargeProgress;
- set
- {
- var temp = _chargeProgress;
- _chargeProgress = Mathf.Clamp(value, 0, 1);
- if (temp != _chargeProgress)
- {
- OnChangeChargeProgress();
- }
- }
- }
-
- private float _chargeProgress = 1;
-
- /// <summary>
- /// 自动充能速度, 也就是每秒充能进度, 如果为0则表示不就行自动充能
- /// </summary>
- public float AutoChargeSpeed { get; set; }
-
- //冷却计时器
- private float _cooldownTimer = 0;
-
- /// <summary>
- /// 当检测是否可以使用时调用
- /// </summary>
- public abstract bool OnCheckUse();
-
- /// <summary>
- /// 当道具被使用时调用, 函数返回值为消耗数量
- /// </summary>
- protected abstract int OnUse();
-
- /// <summary>
- /// 道具数量改变时调用
- /// </summary>
- protected virtual void OnChangeCount()
- {
- }
-
- /// <summary>
- /// 道具最大数量改变时调用
- /// </summary>
- protected virtual void OnChangeMaxCount()
- {
- }
-
- /// <summary>
- /// 道具充能进度改变时调用
- /// </summary>
- protected virtual void OnChangeChargeProgress()
- {
- }
-
- /// <summary>
- /// 冷却完成时调用
- /// </summary>
- protected virtual void OnCooldownFinish()
- {
- }
-
- protected override void Process(float delta)
- {
- RunUpdate(delta);
- }
-
- public override void PackProcess(float delta)
- {
- RunUpdate(delta);
- }
-
- private void RunUpdate(float delta)
- {
- if (CheckAutoDestroy())
- {
- return;
- }
- //冷却
- if (_cooldownTimer > 0)
- {
- _cooldownTimer -= delta;
-
- //冷却完成
- if (_cooldownTimer <= 0)
- {
- _cooldownTimer = 0;
- OnCooldownFinish();
- }
- }
-
- //自动充能
- if (AutoChargeSpeed > 0 && ChargeProgress < 1)
- {
- ChargeProgress += AutoChargeSpeed * delta;
- }
- }
-
- //检测是否达到自动销毁的条件
- private bool CheckAutoDestroy()
- {
- if (Count == 0 && AutoDestroy) //用光了, 自动销毁
- {
- if (Master != null)
- {
- Master.ActivePropsPack.RemoveItem(this);
- }
- Destroy();
- return true;
- }
-
- return false;
- }
-
- /// <summary>
- /// 检测是否可以使用当前道具
- /// </summary>
- public bool CheckUse()
- {
- return ChargeProgress >= 1 && _cooldownTimer <= 0 && Count > 0 && OnCheckUse();
- }
-
- /// <summary>
- /// 触发使用道具
- /// </summary>
- public void Use()
- {
- if (Master == null)
- {
- return;
- }
- if (CheckUse()) //可以使用道具
- {
- var num = OnUse();
- if (num != 0)
- {
- Count -= num;
- }
-
- //冷却计时器
- _cooldownTimer = CooldownTime;
- }
- }
-
- /// <summary>
- /// 获取冷却进度 0 - 1
- /// </summary>
- public float GetCooldownProgress()
- {
- if (_cooldownTimer <= 0)
- {
- return 1;
- }
-
- return (CooldownTime - _cooldownTimer) / CooldownTime;
- }
-
- public override void Interactive(ActivityObject master)
- {
- if (master is Player player)
- {
- var item = player.ActivePropsPack.GetItemById(ItemConfig.Id);
- if (item == null) //没有同类型物体
- {
- if (!player.ActivePropsPack.HasVacancy()) //没有空位置, 扔掉当前道具
- {
- player.ThrowActiveProp(player.ActivePropsPack.ActiveIndex);
- }
- //替换手中的道具
- if (player.PickUpActiveProp(this))
- {
- Pickup();
- }
- }
- else
- {
- //处理同类型道具
- if (Superposition && item.Count < item.MaxCount) //允许叠加
- {
- if (item.Count + Count > item.MaxCount)
- {
- Count -= item.MaxCount - item.Count;
- item.Count = item.MaxCount;
- }
- else
- {
- item.Count += Count;
- Count = 0;
- }
- Destroy();
- }
- }
- }
- }
-
- public override CheckInteractiveResult CheckInteractive(ActivityObject master)
- {
- if (master is Player player)
- {
- //查找相同类型的道具
- var item = player.ActivePropsPack.GetItemById(ItemConfig.Id);
- if (item == null) //没有同类型物体
- {
- if (player.ActivePropsPack.HasVacancy()) //还有空位, 拾起道具
- {
- return new CheckInteractiveResult(this, true, CheckInteractiveResult.InteractiveType.PickUp);
- }
-
- //替换手中的道具
- return new CheckInteractiveResult(this, true, CheckInteractiveResult.InteractiveType.Replace);
- }
-
- //处理同类型道具
- if (Superposition && item.Count < item.MaxCount) //允许叠加
- {
- return new CheckInteractiveResult(this, true, CheckInteractiveResult.InteractiveType.Bullet);
- }
-
- //该道具不能拾起
- return new CheckInteractiveResult(this);
- }
-
- return new CheckInteractiveResult(this);
- }
-
- public override void OnPickUpItem()
- {
- }
-
- public override void OnRemoveItem()
- {
- }
-
- public virtual void OnActiveItem()
- {
- }
-
- public virtual void OnConcealItem()
- {
- }
-
- public virtual void OnOverflowItem()
- {
- }
- }