-
- using System;
- using Config;
- using Godot;
-
- public partial class Weapon
- {
- //-------------------------------- 子弹相关 -----------------------------
-
- /// <summary>
- /// 投抛弹壳的默认实现方式, shellId为弹壳id
- /// </summary>
- protected ActivityObject ThrowShell(ExcelConfig.ActivityBase shell, float speedScale = 1)
- {
- var startPos = ShellPoint.GlobalPosition;
- float startHeight;
- if (Master != null)
- {
- var shellPosition = (Master != null ? Master.MountPoint.Position : Position) + ShellPoint.Position;
- startHeight = -shellPosition.Y;
- startPos.Y += startHeight;
- }
- else
- {
- startHeight = Altitude;
- }
-
- var direction = GlobalRotationDegrees + Utils.Random.RandomRangeInt(-30, 30) + 180;
- var verticalSpeed = Utils.Random.RandomRangeInt((int)(60 * speedScale), (int)(120 * speedScale));
- var velocity = new Vector2(Utils.Random.RandomRangeInt((int)(20 * speedScale), (int)(60 * speedScale)), 0).Rotated(direction * Mathf.Pi / 180);
- var rotate = Utils.Random.RandomRangeInt((int)(-720 * speedScale), (int)(720 * speedScale));
- var shellInstance = Create(shell);
- shellInstance.Rotation = (Master != null ? Master.MountPoint.RealRotation : Rotation);
- shellInstance.Throw(startPos, startHeight, verticalSpeed, velocity, rotate);
- shellInstance.InheritVelocity(Master != null ? Master : this);
- if (Master == null)
- {
- AffiliationArea.InsertItem(shellInstance);
- }
- else
- {
- Master.AffiliationArea.InsertItem(shellInstance);
- }
-
- return shellInstance;
- }
-
- /// <summary>
- /// 发射子弹
- /// </summary>
- protected IBullet ShootBullet(float fireRotation, ExcelConfig.BulletBase bullet)
- {
- if (bullet.Type == 1) //实体子弹
- {
- return ShootSolidBullet(fireRotation, bullet);
- }
- else if (bullet.Type == 2) //激光子弹
- {
- return ShootLaser(fireRotation, bullet);
- }
-
- return null;
- }
-
- /// <summary>
- /// 发射子弹的默认实现方式
- /// </summary>
- private Bullet ShootSolidBullet(float fireRotation, ExcelConfig.BulletBase bullet)
- {
- var data = new BulletData()
- {
- Weapon = this,
- BulletBase = bullet,
- TriggerRole = TriggerRole,
- Harm = Utils.Random.RandomConfigRange(bullet.HarmRange),
- Repel = Utils.Random.RandomConfigRange(bullet.RepelRange),
- MaxDistance = Utils.Random.RandomConfigRange(bullet.DistanceRange),
- FlySpeed = Utils.Random.RandomConfigRange(bullet.SpeedRange),
- VerticalSpeed = Utils.Random.RandomConfigRange(bullet.VerticalSpeed),
- BounceCount = Utils.Random.RandomConfigRange(bullet.BounceCount),
- Penetration = Utils.Random.RandomConfigRange(bullet.Penetration),
- Position = FirePoint.GlobalPosition,
- };
-
- var deviationAngle = Utils.Random.RandomConfigRange(bullet.DeviationAngleRange);
- if (TriggerRole != null)
- {
- var roleState = TriggerRole.RoleState;
- data.Harm = roleState.CalcDamage(data.Harm);
- data.Repel = roleState.CalcBulletRepel(this, data.Repel);
- data.FlySpeed = roleState.CalcBulletSpeed(this, data.FlySpeed);
- data.MaxDistance = roleState.CalcBulletDistance(this, data.MaxDistance);
- data.BounceCount = roleState.CalcBulletBounceCount(this, data.BounceCount);
- data.Penetration = roleState.CalcBulletPenetration(this, data.Penetration);
- deviationAngle = roleState.CalcBulletDeviationAngle(this, deviationAngle);
-
- if (TriggerRole.IsAi) //只有玩家使用该武器才能获得正常速度的子弹
- {
- data.FlySpeed *= AiUseAttribute.AiAttackAttr.BulletSpeedScale;
- }
- }
-
- data.Rotation = fireRotation + Mathf.DegToRad(deviationAngle);
- //创建子弹
- var bulletInstance = ObjectManager.GetBullet(bullet.Prefab);
- bulletInstance.InitData(data, GetAttackLayer());
- return bulletInstance;
- }
-
- /// <summary>
- /// 发射射线的默认实现方式
- /// </summary>
- private Laser ShootLaser(float fireRotation, ExcelConfig.BulletBase bullet)
- {
- var data = new BulletData()
- {
- Weapon = this,
- BulletBase = bullet,
- TriggerRole = TriggerRole,
- Harm = Utils.Random.RandomConfigRange(bullet.HarmRange),
- Repel = Utils.Random.RandomConfigRange(bullet.RepelRange),
- MaxDistance = Utils.Random.RandomConfigRange(bullet.DistanceRange),
- BounceCount = Utils.Random.RandomConfigRange(bullet.BounceCount),
- LifeTime = Utils.Random.RandomConfigRange(bullet.LifeTimeRange),
- Position = FirePoint.GlobalPosition,
- };
-
- var deviationAngle = Utils.Random.RandomConfigRange(bullet.DeviationAngleRange);
- if (TriggerRole != null)
- {
- var roleState = TriggerRole.RoleState;
- data.Harm = roleState.CalcDamage(data.Harm);
- data.Repel = roleState.CalcBulletRepel(this, data.Repel);
- data.BounceCount = roleState.CalcBulletBounceCount(this, data.BounceCount);
- deviationAngle = roleState.CalcBulletDeviationAngle(this, deviationAngle);
- }
-
- data.Rotation = fireRotation + Mathf.DegToRad(deviationAngle);
- //创建激光
- var laser = ObjectManager.GetLaser(bullet.Prefab);
- laser.AddToActivityRoot(RoomLayerEnum.YSortLayer);
- laser.InitData(data, GetAttackLayer(), 3);
- return laser;
- }
- }