using Godot; /// <summary> /// 普通的枪 /// </summary> [RegisterWeapon("1001", typeof(Gun.RifleAttribute))] [RegisterWeapon("1003", typeof(Gun.PistolAttribute))] public partial class Gun : Weapon { //步枪属性数据 private class RifleAttribute : WeaponAttribute { public RifleAttribute() { Name = "步枪"; Sprite2D = ResourcePath.resource_sprite_gun_gun4_png; Weight = 40; CenterPosition = new Vector2(0.4f, -2.6f); StartFiringSpeed = 480; StartScatteringRange = 30; FinalScatteringRange = 90; ScatteringRangeAddValue = 2f; ScatteringRangeBackSpeed = 40; //连发 ContinuousShoot = true; AmmoCapacity = 30; StandbyAmmoCapacity = 30 * 3; MaxAmmoCapacity = 30 * 3; //扳机检测间隔 TriggerInterval = 0f; //连发数量 MinContinuousCount = 3; MaxContinuousCount = 3; //开火前延时 DelayedTime = 0f; //攻击距离 MinDistance = 300; MaxDistance = 400; //发射子弹数量 MinFireBulletCount = 1; MaxFireBulletCount = 1; //抬起角度 UpliftAngle = 10; //开火位置 FirePosition = new Vector2(16, 2); } } //手枪属性数据 private class PistolAttribute : WeaponAttribute { public PistolAttribute() { Name = "手枪"; Sprite2D = ResourcePath.resource_sprite_gun_gun3_png; Weight = 20; CenterPosition = new Vector2(0.4f, -2.6f); WeightType = WeaponWeightType.DeputyWeapon; StartFiringSpeed = 300; StartScatteringRange = 5; FinalScatteringRange = 60; ScatteringRangeAddValue = 8f; ScatteringRangeBackSpeed = 40; //连发 ContinuousShoot = false; AmmoCapacity = 12; StandbyAmmoCapacity = 72; MaxAmmoCapacity = 72; //扳机检测间隔 TriggerInterval = 0.1f; //连发数量 MinContinuousCount = 1; MaxContinuousCount = 1; //开火前延时 DelayedTime = 0f; //攻击距离 MinDistance = 250; MaxDistance = 300; //发射子弹数量 MinFireBulletCount = 1; MaxFireBulletCount = 1; //抬起角度 UpliftAngle = 30; //开火位置 FirePosition = new Vector2(10, 2); } } public Gun(string typeId, WeaponAttribute attribute): base(typeId, attribute) { } protected override void OnFire() { //创建一个弹壳 var startHeight = 6; var direction = GlobalRotationDegrees + Utils.RandRangeInt(-30, 30) + 180; var xf = Utils.RandRangeInt(20, 60); var yf = Utils.RandRangeInt(60, 120); var rotate = Utils.RandRangeInt(-720, 720); var shell = new ShellCase(); shell.Throw(new Vector2(10, 5), Master.GlobalPosition, startHeight, direction, xf, yf, rotate, true); if (Master == GameApplication.Instance.RoomManager.Player) { //创建抖动 GameCamera.Main.ProcessDirectionalShake(Vector2.Right.Rotated(GlobalRotation) * 2f); } //创建开火特效 var packedScene = ResourceManager.Load<PackedScene>(ResourcePath.prefab_effect_ShotFire_tscn); var sprite = packedScene.Instantiate<Sprite2D>(); sprite.GlobalPosition = FirePoint.GlobalPosition; sprite.GlobalRotation = FirePoint.GlobalRotation; GameApplication.Instance.RoomManager.GetRoot(true).AddChild(sprite); //播放射击音效 SoundManager.PlaySoundEffectPosition(ResourcePath.resource_sound_sfx_ordinaryBullet2_mp3, GameApplication.Instance.ViewToGlobalPosition(GlobalPosition), -8); } protected override void OnShoot(float fireRotation) { //创建子弹 //CreateBullet(BulletPack, FirePoint.GlobalPosition, fireRotation); var bullet = new Bullet( ResourcePath.prefab_weapon_bullet_Bullet_tscn, 350, Utils.RandfRange(Attribute.MinDistance, Attribute.MaxDistance), FirePoint.GlobalPosition, fireRotation, GetAttackLayer() ); bullet.PutDown(); } }