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DungeonShooting / DungeonShooting_Godot / src / game / item / weapon / WeaponAttribute.cs
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>
    /// 武器的图片
    /// </summary>
    public string Sprite2D = ResourcePath.resource_sprite_gun_gun1_png;
    /// <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>
    /// 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
    /// </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>
    /// 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>
    /// 武器精灵的旋转中心坐标
    /// </summary>
    public Vector2 CenterPosition = new Vector2(0, 0);
    /// <summary>
    /// 开火位置
    /// </summary>
    public Vector2 FirePosition = new Vector2(11, 0);
    /// <summary>
    /// 握把位置
    /// </summary>
    public Vector2 HoldPosition = new Vector2(4, -3);
    /// <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;
    
    //------------------------------ Ai相关 -----------------------------
    
    //public bool Ai
    
}