using Godot; [RegisterWeapon("1002", typeof(Shotgun.ShotgunAttribute))] public partial class Shotgun : Weapon { private class ShotgunAttribute : WeaponAttribute { public ShotgunAttribute() { Name = "霰弹枪"; Sprite2D = ResourcePath.resource_sprite_gun_gun2_png; Weight = 40; CenterPosition = new Vector2(0.4f, -2.6f); StartFiringSpeed = 120; StartScatteringRange = 30; FinalScatteringRange = 90; ScatteringRangeAddValue = 50f; ScatteringRangeBackSpeed = 50; //连发 ContinuousShoot = false; AmmoCapacity = 7; StandbyAmmoCapacity = 42; MaxAmmoCapacity = 42; AloneReload = true; AloneReloadCanShoot = true; ReloadTime = 0.3f; //连发数量 MinContinuousCount = 1; MaxContinuousCount = 1; //开火前延时 DelayedTime = 0f; //攻击距离 MinDistance = 200; MaxDistance = 250; //发射子弹数量 MinFireBulletCount = 5; MaxFireBulletCount = 5; //抬起角度 UpliftAngle = 15; MaxBacklash = 6; MinBacklash = 5; //开火位置 FirePosition = new Vector2(18, 4); } } /// <summary> /// 弹壳预制体 /// </summary> public PackedScene ShellPack; public Shotgun(string typeId, WeaponAttribute attribute) : base(typeId, attribute) { ShellPack = ResourceManager.Load<PackedScene>(ResourcePath.prefab_weapon_shell_ShellCase_tscn); } protected override void OnFire() { //创建一个弹壳 var startPos = GlobalPosition + new Vector2(0, 5); 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(5, 10), startPos, 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_ordinaryBullet3_mp3, GameApplication.Instance.ViewToGlobalPosition(GlobalPosition), -15); } protected override void OnShoot(float fireRotation) { //创建子弹 var bullet = new Bullet( ResourcePath.prefab_weapon_bullet_Bullet_tscn, Utils.RandRangeInt(280, 380), Utils.RandfRange(Attribute.MinDistance, Attribute.MaxDistance), FirePoint.GlobalPosition, fireRotation + Utils.RandfRange(-20 / 180f * Mathf.Pi, 20 / 180f * Mathf.Pi), GetAttackLayer() ); bullet.PutDown(); } }