using Config; using Godot; /// <summary> /// 爆炸 /// </summary> public partial class Explode : Area2D, IPoolItem { public bool IsRecycled { get; set; } public string Logotype { get; set; } public bool IsDestroyed { get; private set; } /// <summary> /// 动画播放器 /// </summary> public AnimationPlayer AnimationPlayer { get; private set; } /// <summary> /// 碰撞器 /// </summary> public CollisionShape2D CollisionShape { get; private set; } /// <summary> /// 碰撞器形状对象 /// </summary> public CircleShape2D CircleShape { get; private set; } /// <summary> /// 爆炸攻击的层级 /// </summary> public uint AttackLayer { get; private set; } /// <summary> /// 产生爆炸的子弹数据 /// </summary> public BulletData BulletData { get; private set; } private bool _init = false; private float _hitRadius; private int _harm; private float _repelledRadius; private float _maxRepelled; public void Destroy() { if (IsDestroyed) { return; } IsDestroyed = true; QueueFree(); } /// <summary> /// 初始化爆炸数据 /// </summary> /// <param name="bulletData">产生爆炸的子弹数据</param> /// <param name="attackLayer">攻击的层级</param> /// <param name="hitRadius">伤害半径</param> /// <param name="harm">造成的伤害</param> /// <param name="repelledRadius">击退半径</param> /// <param name="maxRepelled">最大击退速度</param> public void Init(BulletData bulletData, uint attackLayer, float hitRadius, int harm, float repelledRadius, float maxRepelled) { if (!_init) { _init = true; AnimationPlayer = GetNode<AnimationPlayer>("AnimationPlayer"); CollisionShape = GetNode<CollisionShape2D>("CollisionShape2D"); CircleShape = (CircleShape2D)CollisionShape.Shape; AnimationPlayer.AnimationFinished += OnAnimationFinish; BodyEntered += OnBodyEntered; } BulletData = bulletData; AttackLayer = attackLayer; _hitRadius = hitRadius; _harm = harm; _repelledRadius = repelledRadius; _maxRepelled = maxRepelled; CollisionMask = attackLayer | PhysicsLayer.Prop | PhysicsLayer.Debris; CircleShape.Radius = Mathf.Max(hitRadius, maxRepelled); //冲击波 var affiliationArea = bulletData.TriggerRole?.AffiliationArea; if (affiliationArea != null) { ShockWave(affiliationArea); } } /// <summary> /// 播放爆炸, triggerRole 为触发该爆炸的角色 /// </summary> public void RunPlay(Role triggerRole = null) { GameCamera.Main.CreateShake(new Vector2(6, 6), 0.7f, true); AnimationPlayer.Play(AnimatorNames.Play); //播放爆炸音效 SoundManager.PlaySoundByConfig("explosion0002", Position, triggerRole); } //爆炸冲击波 private void ShockWave(AffiliationArea affiliationArea) { var position = Position; var freezeSprites = affiliationArea.RoomInfo.StaticSprite.CollisionCircle(position, _repelledRadius, true); foreach (var freezeSprite in freezeSprites) { var temp = freezeSprite.Position - position; freezeSprite.ActivityObject.MoveController.AddForce(temp.Normalized() * _maxRepelled * (_repelledRadius - temp.Length()) / _repelledRadius); } } public void OnReclaim() { GetParent().CallDeferred(Node.MethodName.RemoveChild, this); } public void OnLeavePool() { } private void OnAnimationFinish(StringName name) { if (name == AnimatorNames.Play) { ObjectPool.Reclaim(this); } } private void OnBodyEntered(Node2D node) { var o = node.AsActivityObject(); if (o != null) { var temp = o.Position - Position; var len = temp.Length(); var angle = temp.Angle(); if (len <= _hitRadius) //在伤害半径内 { if (o is Role role) //是角色 { role.CallDeferred(nameof(role.Hurt), BulletData.TriggerRole.IsDestroyed ? null : BulletData.TriggerRole, _harm, angle); } else if (o is Bullet bullet) //是子弹 { if (bullet is BoomBullet boomBullet) //如果是爆炸子弹, 则直接销毁 { boomBullet.PlayBoom(); } bullet.Destroy(); return; } } if (len <= _repelledRadius) //击退半径内 { var repelled = (_repelledRadius - len) / _repelledRadius * _maxRepelled; //o.MoveController.SetAllVelocity(Vector2.Zero); o.AddRepelForce(Vector2.FromAngle(angle) * repelled); } } } }