Newer
Older
DungeonShooting / DungeonShooting_Godot / src / config / ExcelConfig_Weapon.cs
@小李xl 小李xl on 14 Jun 2023 14 KB 完善武器音效
  1. using System.Text.Json.Serialization;
  2. using System.Collections.Generic;
  3.  
  4. namespace Config;
  5.  
  6. public static partial class ExcelConfig
  7. {
  8. public class Weapon
  9. {
  10. /// <summary>
  11. /// 武器属性id
  12. /// </summary>
  13. [JsonInclude]
  14. public string Id;
  15.  
  16. /// <summary>
  17. /// 属性绑定武器的Id,如果是Ai使用的数据, 则填空字符串串
  18. /// </summary>
  19. [JsonInclude]
  20. public string WeaponId;
  21.  
  22. /// <summary>
  23. /// 武器显示的名称
  24. /// </summary>
  25. [JsonInclude]
  26. public string Name;
  27.  
  28. /// <summary>
  29. /// 武器的图标
  30. /// </summary>
  31. [JsonInclude]
  32. public string Icon;
  33.  
  34. /// <summary>
  35. /// 重量
  36. /// </summary>
  37. [JsonInclude]
  38. public float Weight;
  39.  
  40. /// <summary>
  41. /// 武器类型: <br/>
  42. /// 1.副武器 <br/>
  43. /// 2.主武器 <br/>
  44. /// 3.重型武器
  45. /// </summary>
  46. [JsonInclude]
  47. public byte WeightType;
  48.  
  49. /// <summary>
  50. /// 是否连续发射, 如果为false, 则每次发射都需要扣动扳机
  51. /// </summary>
  52. [JsonInclude]
  53. public bool ContinuousShoot;
  54.  
  55. /// <summary>
  56. /// 弹夹容量
  57. /// </summary>
  58. [JsonInclude]
  59. public int AmmoCapacity;
  60.  
  61. /// <summary>
  62. /// 弹药容量上限
  63. /// </summary>
  64. [JsonInclude]
  65. public int MaxAmmoCapacity;
  66.  
  67. /// <summary>
  68. /// 默认起始备用弹药数量
  69. /// </summary>
  70. [JsonInclude]
  71. public int StandbyAmmoCapacity;
  72.  
  73. /// <summary>
  74. /// 装弹时间 (单位: 秒)
  75. /// </summary>
  76. [JsonInclude]
  77. public float ReloadTime;
  78.  
  79. /// <summary>
  80. /// 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, 可以做霰弹枪装填效果
  81. /// </summary>
  82. [JsonInclude]
  83. public bool AloneReload;
  84.  
  85. /// <summary>
  86. /// 单独装填时每次装填子弹数量, 必须要将 'AloneReload' 属性设置为 true
  87. /// </summary>
  88. [JsonInclude]
  89. public int AloneReloadCount;
  90.  
  91. /// <summary>
  92. /// 单独装弹模式下,从触发装弹到开始装第一发子弹中间的间隔时间, 必须要将 'AloneReload' 属性设置为 true
  93. /// </summary>
  94. [JsonInclude]
  95. public float AloneReloadBeginIntervalTime;
  96.  
  97. /// <summary>
  98. /// 单独装弹模式下,从装完最后一发子弹到可以射击中间的间隔时间, 必须要将 'AloneReload' 属性设置为 true
  99. /// </summary>
  100. [JsonInclude]
  101. public float AloneReloadFinishIntervalTime;
  102.  
  103. /// <summary>
  104. /// 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
  105. /// </summary>
  106. [JsonInclude]
  107. public bool AloneReloadCanShoot;
  108.  
  109. /// <summary>
  110. /// 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
  111. /// </summary>
  112. [JsonInclude]
  113. public bool LooseShoot;
  114.  
  115. /// <summary>
  116. /// 最少需要蓄力多久才能开火, 必须将 'LooseShoot' 设置为 true
  117. /// </summary>
  118. [JsonInclude]
  119. public float MinChargeTime;
  120.  
  121. /// <summary>
  122. /// 连续发射最小次数, 仅当 ContinuousShoot 为 false 时生效
  123. /// </summary>
  124. [JsonInclude]
  125. public int MinContinuousCount;
  126.  
  127. /// <summary>
  128. /// 连续发射最大次数, 仅当 ContinuousShoot 为 false 时生效
  129. /// </summary>
  130. [JsonInclude]
  131. public int MaxContinuousCount;
  132.  
  133. /// <summary>
  134. /// 按下一次扳机后需要多长时间才能再次感应按下
  135. /// </summary>
  136. [JsonInclude]
  137. public float TriggerInterval;
  138.  
  139. /// <summary>
  140. /// 初始射速, 初始每分钟能开火次数
  141. /// </summary>
  142. [JsonInclude]
  143. public float StartFiringSpeed;
  144.  
  145. /// <summary>
  146. /// 最终射速, 最终每分钟能开火次数, 仅当 ContinuousShoot 为 true 时生效
  147. /// </summary>
  148. [JsonInclude]
  149. public float FinalFiringSpeed;
  150.  
  151. /// <summary>
  152. /// 按下扳机并开火后射速每秒增加量
  153. /// </summary>
  154. [JsonInclude]
  155. public float FiringSpeedAddSpeed;
  156.  
  157. /// <summary>
  158. /// 松开扳机后射速消散速率
  159. /// </summary>
  160. [JsonInclude]
  161. public float FiringSpeedBackSpeed;
  162.  
  163. /// <summary>
  164. /// 单次开火发射子弹最小数量
  165. /// </summary>
  166. [JsonInclude]
  167. public int MinFireBulletCount;
  168.  
  169. /// <summary>
  170. /// 单次开火发射子弹最大数量
  171. /// </summary>
  172. [JsonInclude]
  173. public int MaxFireBulletCount;
  174.  
  175. /// <summary>
  176. /// 从按下扳机到发射第一发子弹的延时时, 如果中途松开扳机, 那么延时时间会重新计算, 必须将 'LooseShoot' 设置为 false
  177. /// </summary>
  178. [JsonInclude]
  179. public float DelayedTime;
  180.  
  181. /// <summary>
  182. /// 初始散射半径
  183. /// </summary>
  184. [JsonInclude]
  185. public float StartScatteringRange;
  186.  
  187. /// <summary>
  188. /// 最终散射半径
  189. /// </summary>
  190. [JsonInclude]
  191. public float FinalScatteringRange;
  192.  
  193. /// <summary>
  194. /// 每次发射后散射增加值
  195. /// </summary>
  196. [JsonInclude]
  197. public float ScatteringRangeAddValue;
  198.  
  199. /// <summary>
  200. /// 散射值销退速率
  201. /// </summary>
  202. [JsonInclude]
  203. public float ScatteringRangeBackSpeed;
  204.  
  205. /// <summary>
  206. /// 开始销退散射值的延时时间
  207. /// </summary>
  208. [JsonInclude]
  209. public float ScatteringRangeBackDelayTime;
  210.  
  211. /// <summary>
  212. /// 最小后坐力 (仅用于开火后武器身抖动)
  213. /// </summary>
  214. [JsonInclude]
  215. public float MinBacklash;
  216.  
  217. /// <summary>
  218. /// 最大后坐力 (仅用于开火后武器身抖动)
  219. /// </summary>
  220. [JsonInclude]
  221. public float MaxBacklash;
  222.  
  223. /// <summary>
  224. /// 后坐力偏移回归回归速度
  225. /// </summary>
  226. [JsonInclude]
  227. public float BacklashRegressionSpeed;
  228.  
  229. /// <summary>
  230. /// 开火后武器口上抬角度
  231. /// </summary>
  232. [JsonInclude]
  233. public float UpliftAngle;
  234.  
  235. /// <summary>
  236. /// 武器默认上抬角度
  237. /// </summary>
  238. [JsonInclude]
  239. public float DefaultAngle;
  240.  
  241. /// <summary>
  242. /// 开火后武器口角度恢复速度倍数
  243. /// </summary>
  244. [JsonInclude]
  245. public float UpliftAngleRestore;
  246.  
  247. /// <summary>
  248. /// 默认射出的子弹id
  249. /// </summary>
  250. [JsonInclude]
  251. public string BulletId;
  252.  
  253. /// <summary>
  254. /// 子弹最小偏移角度 <br/>
  255. /// 用于设置子弹偏移朝向, 该属性和射半径效果类似, 但与其不同的是, 散射半径是用来控制枪口朝向的, 而该属性是控制子弹朝向的, 可用于制作霰弹枪子弹效果
  256. /// </summary>
  257. [JsonInclude]
  258. public float BulletMinDeviationAngle;
  259.  
  260. /// <summary>
  261. /// 子弹最大偏移角度
  262. /// </summary>
  263. [JsonInclude]
  264. public float BulletMaxDeviationAngle;
  265.  
  266. /// <summary>
  267. /// 子弹最大初速度
  268. /// </summary>
  269. [JsonInclude]
  270. public float BulletMaxSpeed;
  271.  
  272. /// <summary>
  273. /// 子弹最小初速度
  274. /// </summary>
  275. [JsonInclude]
  276. public float BulletMinSpeed;
  277.  
  278. /// <summary>
  279. /// 子弹飞行最小距离
  280. /// </summary>
  281. [JsonInclude]
  282. public float BulletMinDistance;
  283.  
  284. /// <summary>
  285. /// 子弹飞行最大距离
  286. /// </summary>
  287. [JsonInclude]
  288. public float BulletMaxDistance;
  289.  
  290. /// <summary>
  291. /// 投抛状态下物体碰撞器大小
  292. /// </summary>
  293. [JsonInclude]
  294. public SerializeVector2 ThrowCollisionSize;
  295.  
  296. /// <summary>
  297. /// 射击音效
  298. /// </summary>
  299. public Sound ShootSound;
  300.  
  301. /// <summary>
  302. /// 开始换弹音效
  303. /// </summary>
  304. public Sound BeginReloadSound;
  305.  
  306. /// <summary>
  307. /// 开始换弹音效延时时间
  308. /// </summary>
  309. [JsonInclude]
  310. public float BeginReloadSoundDelayTime;
  311.  
  312. /// <summary>
  313. /// 换弹音效
  314. /// </summary>
  315. public Sound ReloadSound;
  316.  
  317. /// <summary>
  318. /// 换弹音效延时时间
  319. /// </summary>
  320. [JsonInclude]
  321. public float ReloadSoundDelayTime;
  322.  
  323. /// <summary>
  324. /// 换弹结束音效
  325. /// </summary>
  326. public Sound ReloadFinishSound;
  327.  
  328. /// <summary>
  329. /// 换弹结束音效在换弹结束前多久开始 <br/>
  330. /// 注意: 如果'AloneReload'为true, 那么当前属性的值应该小于'AloneReloadFinishIntervalTime'
  331. /// </summary>
  332. [JsonInclude]
  333. public float ReloadFinishSoundAdvanceTime;
  334.  
  335. /// <summary>
  336. /// 上膛音效
  337. /// </summary>
  338. public Sound EquipSound;
  339.  
  340. /// <summary>
  341. /// 上膛音效延时时间
  342. /// </summary>
  343. [JsonInclude]
  344. public float EquipSoundDelayTime;
  345.  
  346. /// <summary>
  347. /// 其他音效
  348. /// </summary>
  349. public Dictionary<string, Sound> OtherSoundMap;
  350.  
  351. /// <summary>
  352. /// Ai属性 <br/>
  353. /// Ai 使用该武器时的武器数据, 设置该字段, 可让同一把武器在敌人和玩家手上有不同属性 <br/>
  354. /// 如果不填则Ai和玩家使用同一种属性
  355. /// </summary>
  356. public Weapon AiUseAttribute;
  357.  
  358. /// <summary>
  359. /// Ai属性 <br/>
  360. /// 目标锁定时间, 也就是瞄准目标多久才会开火, (单位: 秒)
  361. /// </summary>
  362. [JsonInclude]
  363. public float AiTargetLockingTime;
  364.  
  365. /// <summary>
  366. /// Ai属性 <br/>
  367. /// Ai使用该武器发射的子弹速度缩放比
  368. /// </summary>
  369. [JsonInclude]
  370. public float AiBulletSpeedScale;
  371.  
  372. /// <summary>
  373. /// Ai属性 <br/>
  374. /// Ai使用该武器消耗弹药的概率, (0 - 1)
  375. /// </summary>
  376. [JsonInclude]
  377. public float AiAmmoConsumptionProbability;
  378.  
  379. /// <summary>
  380. /// 返回浅拷贝出的新对象
  381. /// </summary>
  382. public Weapon Clone()
  383. {
  384. var inst = new Weapon();
  385. inst.Id = Id;
  386. inst.WeaponId = WeaponId;
  387. inst.Name = Name;
  388. inst.Icon = Icon;
  389. inst.Weight = Weight;
  390. inst.WeightType = WeightType;
  391. inst.ContinuousShoot = ContinuousShoot;
  392. inst.AmmoCapacity = AmmoCapacity;
  393. inst.MaxAmmoCapacity = MaxAmmoCapacity;
  394. inst.StandbyAmmoCapacity = StandbyAmmoCapacity;
  395. inst.ReloadTime = ReloadTime;
  396. inst.AloneReload = AloneReload;
  397. inst.AloneReloadCount = AloneReloadCount;
  398. inst.AloneReloadBeginIntervalTime = AloneReloadBeginIntervalTime;
  399. inst.AloneReloadFinishIntervalTime = AloneReloadFinishIntervalTime;
  400. inst.AloneReloadCanShoot = AloneReloadCanShoot;
  401. inst.LooseShoot = LooseShoot;
  402. inst.MinChargeTime = MinChargeTime;
  403. inst.MinContinuousCount = MinContinuousCount;
  404. inst.MaxContinuousCount = MaxContinuousCount;
  405. inst.TriggerInterval = TriggerInterval;
  406. inst.StartFiringSpeed = StartFiringSpeed;
  407. inst.FinalFiringSpeed = FinalFiringSpeed;
  408. inst.FiringSpeedAddSpeed = FiringSpeedAddSpeed;
  409. inst.FiringSpeedBackSpeed = FiringSpeedBackSpeed;
  410. inst.MinFireBulletCount = MinFireBulletCount;
  411. inst.MaxFireBulletCount = MaxFireBulletCount;
  412. inst.DelayedTime = DelayedTime;
  413. inst.StartScatteringRange = StartScatteringRange;
  414. inst.FinalScatteringRange = FinalScatteringRange;
  415. inst.ScatteringRangeAddValue = ScatteringRangeAddValue;
  416. inst.ScatteringRangeBackSpeed = ScatteringRangeBackSpeed;
  417. inst.ScatteringRangeBackDelayTime = ScatteringRangeBackDelayTime;
  418. inst.MinBacklash = MinBacklash;
  419. inst.MaxBacklash = MaxBacklash;
  420. inst.BacklashRegressionSpeed = BacklashRegressionSpeed;
  421. inst.UpliftAngle = UpliftAngle;
  422. inst.DefaultAngle = DefaultAngle;
  423. inst.UpliftAngleRestore = UpliftAngleRestore;
  424. inst.BulletId = BulletId;
  425. inst.BulletMinDeviationAngle = BulletMinDeviationAngle;
  426. inst.BulletMaxDeviationAngle = BulletMaxDeviationAngle;
  427. inst.BulletMaxSpeed = BulletMaxSpeed;
  428. inst.BulletMinSpeed = BulletMinSpeed;
  429. inst.BulletMinDistance = BulletMinDistance;
  430. inst.BulletMaxDistance = BulletMaxDistance;
  431. inst.ThrowCollisionSize = ThrowCollisionSize;
  432. inst.ShootSound = ShootSound;
  433. inst.BeginReloadSound = BeginReloadSound;
  434. inst.BeginReloadSoundDelayTime = BeginReloadSoundDelayTime;
  435. inst.ReloadSound = ReloadSound;
  436. inst.ReloadSoundDelayTime = ReloadSoundDelayTime;
  437. inst.ReloadFinishSound = ReloadFinishSound;
  438. inst.ReloadFinishSoundAdvanceTime = ReloadFinishSoundAdvanceTime;
  439. inst.EquipSound = EquipSound;
  440. inst.EquipSoundDelayTime = EquipSoundDelayTime;
  441. inst.OtherSoundMap = OtherSoundMap;
  442. inst.AiUseAttribute = AiUseAttribute;
  443. inst.AiTargetLockingTime = AiTargetLockingTime;
  444. inst.AiBulletSpeedScale = AiBulletSpeedScale;
  445. inst.AiAmmoConsumptionProbability = AiAmmoConsumptionProbability;
  446. return inst;
  447. }
  448. }
  449. private class Ref_Weapon : Weapon
  450. {
  451. [JsonInclude]
  452. public string __ShootSound;
  453.  
  454. [JsonInclude]
  455. public string __BeginReloadSound;
  456.  
  457. [JsonInclude]
  458. public string __ReloadSound;
  459.  
  460. [JsonInclude]
  461. public string __ReloadFinishSound;
  462.  
  463. [JsonInclude]
  464. public string __EquipSound;
  465.  
  466. [JsonInclude]
  467. public Dictionary<string, string> __OtherSoundMap;
  468.  
  469. [JsonInclude]
  470. public string __AiUseAttribute;
  471.  
  472. }
  473. }