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DungeonShooting / DungeonShooting_Godot / src / game / manager / FireManager.cs
@小李xl 小李xl on 7 Dec 2023 11 KB 实现激光反弹效果
  1.  
  2. using Config;
  3. using Godot;
  4.  
  5. public static class FireManager
  6. {
  7. /// <summary>
  8. /// 投抛弹壳的默认实现方式, shellId为弹壳id
  9. /// </summary>
  10. public static ActivityObject ThrowShell(Weapon weapon, ExcelConfig.ActivityBase shell, float speedScale = 1)
  11. {
  12. var startPos = weapon.ShellPoint.GlobalPosition;
  13. float startHeight;
  14. var master = weapon.Master;
  15. if (master != null)
  16. {
  17. var shellPosition = master.MountPoint.Position + weapon.ShellPoint.Position;
  18. startHeight = -shellPosition.Y;
  19. startPos.Y += startHeight;
  20. }
  21. else
  22. {
  23. startHeight = weapon.Altitude;
  24. }
  25.  
  26. var direction = weapon.GlobalRotationDegrees + Utils.Random.RandomRangeInt(-30, 30) + 180;
  27. var verticalSpeed = Utils.Random.RandomRangeInt((int)(60 * speedScale), (int)(120 * speedScale));
  28. var velocity = new Vector2(Utils.Random.RandomRangeInt((int)(20 * speedScale), (int)(60 * speedScale)), 0).Rotated(direction * Mathf.Pi / 180);
  29. var rotate = Utils.Random.RandomRangeInt((int)(-720 * speedScale), (int)(720 * speedScale));
  30. var shellInstance = ActivityObject.Create(shell);
  31. shellInstance.Rotation = (master != null ? master.MountPoint.RealRotation : weapon.Rotation);
  32. shellInstance.Throw(startPos, startHeight, verticalSpeed, velocity, rotate);
  33. shellInstance.InheritVelocity(master != null ? master : weapon);
  34. if (master == null)
  35. {
  36. weapon.AffiliationArea.InsertItem(shellInstance);
  37. }
  38. else
  39. {
  40. master.AffiliationArea.InsertItem(shellInstance);
  41. }
  42. return shellInstance;
  43. }
  44.  
  45. /// <summary>
  46. /// 根据武器创建 BulletData
  47. /// </summary>
  48. public static BulletData GetBulletData(Weapon weapon, float fireRotation, ExcelConfig.BulletBase bullet)
  49. {
  50. if (bullet.Type == 1) //实体子弹
  51. {
  52. return CreateSolidBulletData(weapon, fireRotation, bullet);
  53. }
  54. else if (bullet.Type == 2) //激光子弹
  55. {
  56. return CreateLaserData(weapon, fireRotation, bullet);
  57. }
  58. else
  59. {
  60. Debug.LogError("暂未支持的子弹类型: " + bullet.Type);
  61. }
  62.  
  63. return null;
  64. }
  65. /// <summary>
  66. /// 根据角色创建 BulletData
  67. /// </summary>
  68. public static BulletData GetBulletData(Role trigger, float fireRotation, ExcelConfig.BulletBase bullet)
  69. {
  70. if (bullet.Type == 1) //实体子弹
  71. {
  72. return CreateSolidBulletData(trigger, fireRotation, bullet);
  73. }
  74.  
  75. return null;
  76. }
  77.  
  78. /// <summary>
  79. /// 计算进行抛物线运动的子弹击中目标所需要的速度等数据, 并设置
  80. /// </summary>
  81. public static void SetParabolaTarget(BulletData bulletData, Vector2 targetPosition)
  82. {
  83. var distance = bulletData.Position.DistanceTo(targetPosition);
  84. var height = bulletData.Altitude;
  85. var time = distance / bulletData.FlySpeed;
  86. bulletData.VerticalSpeed = -(height - 0.5f * GameConfig.G * time * time) / time;
  87. bulletData.Rotation = bulletData.Position.AngleToPoint(targetPosition);
  88. }
  89.  
  90. /// <summary>
  91. /// 通过武器发射子弹
  92. /// </summary>
  93. public static IBullet ShootBullet(Weapon weapon, float fireRotation, ExcelConfig.BulletBase bullet)
  94. {
  95. if (bullet.Type == 1) //实体子弹
  96. {
  97. return ShootSolidBullet(CreateSolidBulletData(weapon, fireRotation, bullet), weapon.GetAttackLayer());
  98. }
  99. else if (bullet.Type == 2) //激光子弹
  100. {
  101. return ShootLaser(CreateLaserData(weapon, fireRotation, bullet), weapon.GetAttackLayer());
  102. }
  103. else
  104. {
  105. Debug.LogError("暂未支持的子弹类型: " + bullet.Type);
  106. }
  107.  
  108. return null;
  109. }
  110.  
  111. /// <summary>
  112. /// 通 Role 对象直接发射子弹
  113. /// </summary>
  114. public static IBullet ShootBullet(Role trigger, float fireRotation, ExcelConfig.BulletBase bullet)
  115. {
  116. if (bullet.Type == 1) //实体子弹
  117. {
  118. return ShootSolidBullet(CreateSolidBulletData(trigger, fireRotation, bullet), trigger.AttackLayer);
  119. }
  120.  
  121. return null;
  122. }
  123.  
  124. /// <summary>
  125. /// 通过 BulletData 直接发射子弹
  126. /// </summary>
  127. public static IBullet ShootBullet(BulletData bulletData, uint attackLayer)
  128. {
  129. if (bulletData.BulletBase.Type == 1) //实体子弹
  130. {
  131. return ShootSolidBullet(bulletData, attackLayer);
  132. }
  133. else if (bulletData.BulletBase.Type == 2) //激光子弹
  134. {
  135. return ShootLaser(bulletData, attackLayer);
  136. }
  137. else
  138. {
  139. Debug.LogError("暂未支持的子弹类型: " + bulletData.BulletBase.Type);
  140. }
  141.  
  142. return null;
  143. }
  144.  
  145. /// <summary>
  146. /// 发射子弹的默认实现方式
  147. /// </summary>
  148. private static Bullet ShootSolidBullet(BulletData bulletData, uint attackLayer)
  149. {
  150. //创建子弹
  151. var bulletInstance = ObjectManager.GetBullet(bulletData.BulletBase.Prefab);
  152. bulletInstance.InitData(bulletData, attackLayer);
  153. return bulletInstance;
  154. }
  155.  
  156. /// <summary>
  157. /// 发射射线的默认实现方式
  158. /// </summary>
  159. private static Laser ShootLaser(BulletData bulletData, uint attackLayer)
  160. {
  161. //创建激光
  162. var laser = ObjectManager.GetLaser(bulletData.BulletBase.Prefab);
  163. laser.AddToActivityRoot(RoomLayerEnum.YSortLayer);
  164. laser.InitData(bulletData, attackLayer, Laser.LaserDefaultWidth);
  165. return laser;
  166. }
  167. //-----------------------------------------------------------------------------------
  168.  
  169. private static BulletData CreateSolidBulletData(Weapon weapon, float fireRotation, ExcelConfig.BulletBase bullet)
  170. {
  171. var data = new BulletData()
  172. {
  173. Weapon = weapon,
  174. BulletBase = bullet,
  175. TriggerRole = weapon.TriggerRole,
  176. Harm = Utils.Random.RandomConfigRange(bullet.HarmRange),
  177. Repel = Utils.Random.RandomConfigRange(bullet.RepelRange),
  178. MaxDistance = Utils.Random.RandomConfigRange(bullet.DistanceRange),
  179. FlySpeed = Utils.Random.RandomConfigRange(bullet.SpeedRange),
  180. VerticalSpeed = Utils.Random.RandomConfigRange(bullet.VerticalSpeed),
  181. BounceCount = Utils.Random.RandomConfigRange(bullet.BounceCount),
  182. Penetration = Utils.Random.RandomConfigRange(bullet.Penetration),
  183. Position = weapon.FirePoint.GlobalPosition,
  184. };
  185. var deviationAngle = Utils.Random.RandomConfigRange(bullet.DeviationAngleRange);
  186. if (weapon.TriggerRole != null)
  187. {
  188. data.Altitude = weapon.TriggerRole.GetFirePointAltitude();
  189. var roleState = weapon.TriggerRole.RoleState;
  190. data.Harm = roleState.CalcDamage(data.Harm);
  191. data.Repel = roleState.CalcBulletRepel(data.Repel);
  192. data.FlySpeed = roleState.CalcBulletSpeed(data.FlySpeed);
  193. data.MaxDistance = roleState.CalcBulletDistance(data.MaxDistance);
  194. data.BounceCount = roleState.CalcBulletBounceCount(data.BounceCount);
  195. data.Penetration = roleState.CalcBulletPenetration(data.Penetration);
  196. deviationAngle = roleState.CalcBulletDeviationAngle(deviationAngle);
  197. if (weapon.TriggerRole.IsAi) //只有玩家使用该武器才能获得正常速度的子弹
  198. {
  199. data.FlySpeed *= weapon.AiUseAttribute.AiAttackAttr.BulletSpeedScale;
  200. }
  201. }
  202. else
  203. {
  204. data.Altitude = 1;
  205. }
  206.  
  207. data.Rotation = fireRotation + Mathf.DegToRad(deviationAngle);
  208. return data;
  209. }
  210. private static BulletData CreateSolidBulletData(Role role, float fireRotation, ExcelConfig.BulletBase bullet)
  211. {
  212. var data = new BulletData()
  213. {
  214. Weapon = null,
  215. BulletBase = bullet,
  216. TriggerRole = role,
  217. Harm = Utils.Random.RandomConfigRange(bullet.HarmRange),
  218. Repel = Utils.Random.RandomConfigRange(bullet.RepelRange),
  219. MaxDistance = Utils.Random.RandomConfigRange(bullet.DistanceRange),
  220. FlySpeed = Utils.Random.RandomConfigRange(bullet.SpeedRange),
  221. VerticalSpeed = Utils.Random.RandomConfigRange(bullet.VerticalSpeed),
  222. BounceCount = Utils.Random.RandomConfigRange(bullet.BounceCount),
  223. Penetration = Utils.Random.RandomConfigRange(bullet.Penetration),
  224. };
  225.  
  226. if (role is Enemy enemy)
  227. {
  228. data.Position = enemy.FirePoint.GlobalPosition;
  229. }
  230. else
  231. {
  232. data.Position = role.MountPoint.GlobalPosition;
  233. }
  234.  
  235. var deviationAngle = Utils.Random.RandomConfigRange(bullet.DeviationAngleRange);
  236. data.Altitude = role.GetFirePointAltitude();
  237. var roleState = role.RoleState;
  238. data.Harm = roleState.CalcDamage(data.Harm);
  239. data.Repel = roleState.CalcBulletRepel(data.Repel);
  240. data.FlySpeed = roleState.CalcBulletSpeed(data.FlySpeed);
  241. data.MaxDistance = roleState.CalcBulletDistance(data.MaxDistance);
  242. data.BounceCount = roleState.CalcBulletBounceCount(data.BounceCount);
  243. data.Penetration = roleState.CalcBulletPenetration(data.Penetration);
  244. deviationAngle = roleState.CalcBulletDeviationAngle(deviationAngle);
  245. // if (role.IsAi) //只有玩家使用该武器才能获得正常速度的子弹
  246. // {
  247. // data.FlySpeed *= weapon.AiUseAttribute.AiAttackAttr.BulletSpeedScale;
  248. // }
  249.  
  250. data.Rotation = fireRotation + Mathf.DegToRad(deviationAngle);
  251. return data;
  252. }
  253.  
  254. private static BulletData CreateLaserData(Weapon weapon, float fireRotation, ExcelConfig.BulletBase bullet)
  255. {
  256. var data = new BulletData()
  257. {
  258. Weapon = weapon,
  259. BulletBase = bullet,
  260. TriggerRole = weapon.TriggerRole,
  261. Harm = Utils.Random.RandomConfigRange(bullet.HarmRange),
  262. Repel = Utils.Random.RandomConfigRange(bullet.RepelRange),
  263. MaxDistance = Utils.Random.RandomConfigRange(bullet.DistanceRange),
  264. BounceCount = Utils.Random.RandomConfigRange(bullet.BounceCount),
  265. LifeTime = Utils.Random.RandomConfigRange(bullet.LifeTimeRange),
  266. Position = weapon.FirePoint.GlobalPosition,
  267. };
  268.  
  269. var deviationAngle = Utils.Random.RandomConfigRange(bullet.DeviationAngleRange);
  270. if (weapon.TriggerRole != null)
  271. {
  272. data.Altitude = weapon.TriggerRole.GetFirePointAltitude();
  273. var roleState = weapon.TriggerRole.RoleState;
  274. data.Harm = roleState.CalcDamage(data.Harm);
  275. data.Repel = roleState.CalcBulletRepel(data.Repel);
  276. data.BounceCount = roleState.CalcBulletBounceCount(data.BounceCount);
  277. deviationAngle = roleState.CalcBulletDeviationAngle(deviationAngle);
  278. }
  279. else
  280. {
  281. data.Altitude = 1;
  282. }
  283.  
  284. data.Rotation = fireRotation + Mathf.DegToRad(deviationAngle);
  285. return data;
  286. }
  287. }