- using Godot;
-
- /// <summary>
- /// 子弹类
- /// </summary>
- public class Bullet : ActivityObject
- {
- public Bullet(string scenePath, float maxDistance, Vector2 position, float rotation, uint targetLayer) :
- base(scenePath)
- {
- CollisionArea = GetNode<Area2D>("CollisionArea");
- CollisionArea.CollisionMask = targetLayer;
- CollisionArea.Connect("body_entered", this, nameof(_BodyEntered));
-
- Collision.Disabled = true;
-
- MaxDistance = maxDistance;
- Position = position;
- Rotation = rotation;
- ShadowOffset = new Vector2(0, 5);
- }
-
- public Area2D CollisionArea { get; }
-
- // 最大飞行距离
- private float MaxDistance;
-
- // 子弹飞行速度
- private float FlySpeed = 350;
-
- //当前子弹已经飞行的距离
- private float CurrFlyDistance = 0;
-
- public override void _Ready()
- {
- base._Ready();
- //绘制阴影
- ShowShadowSprite();
- }
-
- public override void _PhysicsProcess(float delta)
- {
- base._PhysicsProcess(delta);
- //移动
- Position += new Vector2(FlySpeed * delta, 0).Rotated(Rotation);
- //距离太大, 自动销毁
- CurrFlyDistance += FlySpeed * delta;
- if (CurrFlyDistance >= MaxDistance)
- {
- Destroy();
- }
- }
-
- private void _BodyEntered(Node2D other)
- {
- if (other is Role role)
- {
- role.Hurt(1);
- }
-
- //播放受击动画
- // Node2D hit = ResourceManager.Load<PackedScene>(ResourcePath.prefab_effect_Hit_tscn).Instance<Node2D>();
- // hit.RotationDegrees = Utils.RandRangeInt(0, 360);
- // hit.GlobalPosition = GlobalPosition;
- // GameApplication.Instance.Room.GetRoot(true).AddChild(hit);
-
- SpecialEffectManager.Play(ResourcePath.resource_effects_Hit_tres, "default", GlobalPosition,
- Mathf.Deg2Rad(Utils.RandRangeInt(0, 360)), Vector2.One, new Vector2(1, 11), 0);
-
- Destroy();
- }
- }