using System.Text.Json.Serialization; using System.Collections.Generic; namespace Config; public class Weapon { /// <summary> /// 物体唯一id <br/> /// 不需要添加类型前缀 /// </summary> [JsonInclude] public string Id { get; private set; } /// <summary> /// 武器 Prefab, 必须继承场景 "res://prefab/weapon/Weapon.tscn" /// </summary> [JsonInclude] public string Prefab { get; private set; } /// <summary> /// 重量 /// </summary> [JsonInclude] public float Weight { get; private set; } /// <summary> /// 武器显示的名称 /// </summary> [JsonInclude] public string Name { get; private set; } /// <summary> /// 武器的图标 /// </summary> [JsonInclude] public string Icon { get; private set; } /// <summary> /// 武器类型: <br/> /// 1.副武器 <br/> /// 2.主武器 <br/> /// 3.重型武器 /// </summary> [JsonInclude] public byte WeightType { get; private set; } /// <summary> /// 是否连续发射, 如果为false, 则每次发射都需要扣动扳机 /// </summary> [JsonInclude] public bool ContinuousShoot { get; private set; } /// <summary> /// 弹夹容量 /// </summary> [JsonInclude] public int AmmoCapacity { get; private set; } /// <summary> /// 弹药容量上限 /// </summary> [JsonInclude] public int MaxAmmoCapacity { get; private set; } /// <summary> /// 起始备用弹药数量 /// </summary> [JsonInclude] public int StandbyAmmoCapacity { get; private set; } /// <summary> /// 装弹时间, 单位: 秒 /// </summary> [JsonInclude] public float ReloadTime { get; private set; } /// <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> [JsonInclude] public bool AloneReload { get; private set; } /// <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> [JsonInclude] public int AloneReloadCount { get; private set; } /// <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> [JsonInclude] public bool AloneReloadCanShoot { get; private set; } /// <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> [JsonInclude] public bool LooseShoot { get; private set; } /// <summary> /// 最少需要蓄力多久才能开火, 必须将 'LooseShoot' 设置为 true /// </summary> [JsonInclude] public float MinChargeTime { get; private set; } /// <summary> /// 连续发射最小次数, 仅当 ContinuousShoot 为 false 时生效 /// </summary> [JsonInclude] public int MinContinuousCount { get; private set; } /// <summary> /// 连续发射最大次数, 仅当 ContinuousShoot 为 false 时生效 /// </summary> [JsonInclude] public int MaxContinuousCount { get; private set; } /// <summary> /// 按下一次扳机后需要多长时间才能再次感应按下 /// </summary> [JsonInclude] public float TriggerInterval { get; private set; } /// <summary> /// 初始射速, 初始每分钟能开火次数 /// </summary> [JsonInclude] public float StartFiringSpeed { get; private set; } /// <summary> /// 最终射速, 最终每分钟能开火次数, 仅当 ContinuousShoot 为 true 时生效 /// </summary> [JsonInclude] public float FinalFiringSpeed { get; private set; } /// <summary> /// 按下扳机并开火后射速增加速率 /// </summary> [JsonInclude] public float FiringSpeedAddSpeed { get; private set; } /// <summary> /// 松开扳机后射速消散速率 /// </summary> [JsonInclude] public float FiringSpeedBackSpeed { get; private set; } /// <summary> /// 单次开火发射子弹最小数量 /// </summary> [JsonInclude] public int MinFireBulletCount { get; private set; } /// <summary> /// 单次开火发射子弹最大数量 /// </summary> [JsonInclude] public int MaxFireBulletCount { get; private set; } /// <summary> /// 开火前延时 /// </summary> [JsonInclude] public float DelayedTime { get; private set; } /// <summary> /// 初始散射半径 /// </summary> [JsonInclude] public float StartScatteringRange { get; private set; } /// <summary> /// 最终散射半径 /// </summary> [JsonInclude] public float FinalScatteringRange { get; private set; } /// <summary> /// 每次发射后散射增加值 /// </summary> [JsonInclude] public float ScatteringRangeAddValue { get; private set; } /// <summary> /// 松开扳机后散射销退速率 /// </summary> [JsonInclude] public float ScatteringRangeBackSpeed { get; private set; } /// <summary> /// 松开扳机多久后开始销退散射值 (单位: 秒) /// </summary> [JsonInclude] public float ScatteringRangeBackTime { get; private set; } /// <summary> /// 子弹飞行最大距离 /// </summary> [JsonInclude] public float MaxDistance { get; private set; } /// <summary> /// 子弹飞行最小距离 /// </summary> [JsonInclude] public float MinDistance { get; private set; } /// <summary> /// 最大后坐力 (仅用于开火后武器身抖动) /// </summary> [JsonInclude] public float MaxBacklash { get; private set; } /// <summary> /// 最小后坐力 (仅用于开火后武器身抖动) /// </summary> [JsonInclude] public float MinBacklash { get; private set; } /// <summary> /// 后坐力偏移回归回归速度 /// </summary> [JsonInclude] public float BacklashRegressionSpeed { get; private set; } /// <summary> /// 开火后武器口上抬角度 /// </summary> [JsonInclude] public float UpliftAngle { get; private set; } /// <summary> /// 武器默认上抬角度 /// </summary> [JsonInclude] public float DefaultAngle { get; private set; } /// <summary> /// 开火后武器口角度恢复速度倍数 /// </summary> [JsonInclude] public float UpliftAngleRestore { get; private set; } /// <summary> /// 默认射出的子弹id /// </summary> [JsonInclude] public string BulletId { get; private set; } /// <summary> /// 投抛状态下物体碰撞器大小 /// </summary> [JsonInclude] public SerializeVector2 ThrowCollisionSize { get; private set; } }