using System; using Godot; /// <summary> /// 武器上的属性 /// </summary> public class WeaponAttribute { /// <summary> /// 武器显示的名称 /// </summary> public string Name = "Gun1"; /// <summary> /// 武器 Prefab, 必须继承场景 "res://prefab/weapon/Weapon.tscn" /// </summary> public string WeaponPrefab = ResourcePath.prefab_weapon_Weapon_tscn; /// <summary> /// 武器类型 /// </summary> public WeaponWeightType WeightType = WeaponWeightType.MainWeapon; /// <summary> /// 武器的图标 /// </summary> public string Icon = ResourcePath.resource_sprite_gun_gun1_png; /// <summary> /// 动画序列帧 /// </summary> public string SpriteFrames; /// <summary> /// 是否连续发射, 如果为false, 则每次发射都需要扣动扳机 /// </summary> public bool ContinuousShoot = true; /// <summary> /// 弹夹容量 /// </summary> public int AmmoCapacity = 30; /// <summary> /// 弹药容量上限 /// </summary> public int MaxAmmoCapacity = 120; /// <summary> /// 起始备用弹药数量 /// </summary> public int StandbyAmmoCapacity = 90; /// <summary> /// 装弹时间, 单位: 秒 /// </summary> public float ReloadTime = 1.5f; /// <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> public bool AloneReload = false; /// <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> public int AloneReloadCount = 1; /// <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> public bool AloneReloadCanShoot = false; /// <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> public bool LooseShoot = false; /// <summary> /// 最少需要蓄力多久才能开火, 必须将 'LooseShoot' 设置为 true /// </summary> public float MinChargeTime = 0f; /// <summary> /// 连续发射最小次数, 仅当 ContinuousShoot 为 false 时生效 /// </summary> public int MinContinuousCount = 1; /// <summary> /// 连续发射最大次数, 仅当 ContinuousShoot 为 false 时生效 /// </summary> public int MaxContinuousCount = 1; /// <summary> /// 按下一次扳机后需要多长时间才能再次感应按下 /// </summary> public float TriggerInterval = 0; /// <summary> /// 初始射速, 初始每分钟能开火次数 /// </summary> public float StartFiringSpeed = 300; /// <summary> /// 最终射速, 最终每分钟能开火次数, 仅当 ContinuousShoot 为 true 时生效 /// </summary> public float FinalFiringSpeed = 300; /// <summary> /// 按下扳机并开火后射速增加速率 /// </summary> public float FiringSpeedAddSpeed = 2; /// <summary> /// 松开扳机后射速消散速率 /// </summary> public float FiringSpeedBackSpeed = 10; /// <summary> /// 单次开火发射子弹最小数量 /// </summary> public int MinFireBulletCount = 1; /// <summary> /// 单次开火发射子弹最大数量 /// </summary> public int MaxFireBulletCount = 1; /// <summary> /// 开火前延时 /// </summary> public float DelayedTime = 0f; /// <summary> /// 初始散射半径 /// </summary> public float StartScatteringRange = 0; /// <summary> /// 最终散射半径 /// </summary> public float FinalScatteringRange = 20; /// <summary> /// 每次发射后散射增加值 /// </summary> public float ScatteringRangeAddValue = 2; /// <summary> /// 松开扳机后散射销退速率 /// </summary> public float ScatteringRangeBackSpeed = 10; /// <summary> /// 子弹飞行最大距离 /// </summary> public float MaxDistance = 600; /// <summary> /// 子弹飞行最小距离 /// </summary> public float MinDistance = 800; /// <summary> /// 开火位置 /// </summary> public Vector2 FirePosition = new Vector2(11, 0); /// <summary> /// 精灵位置 /// </summary> public Vector2 SpritePosition = new Vector2(4, -3); /// <summary> /// 弹壳投抛起始位置 /// </summary> public Vector2 ShellPosition = new Vector2(5, -2.5f); /// <summary> /// 重量 /// </summary> public float Weight = 11; /// <summary> /// 最大后坐力 (仅用于开火后武器身抖动) /// </summary> public float MaxBacklash = 4; /// <summary> /// 最小后坐力 (仅用于开火后武器身抖动) /// </summary> public float MinBacklash = 2; /// <summary> /// 后坐力偏移回归回归速度 /// </summary> public float BacklashRegressionSpeed = 35f; /// <summary> /// 开火后武器口上抬角度 /// </summary> public float UpliftAngle = 30; /// <summary> /// 武器默认上抬角度 /// </summary> public float DefaultAngle = 0; /// <summary> /// 开火后武器口角度恢复速度倍数 /// </summary> public float UpliftAngleRestore = 1f; /// <summary> /// 默认射出的子弹 /// </summary> public string BulletId = ActivityIdPrefix.Bullet + "0001"; /// <summary> /// 武器精灵投抛时的旋转中心坐标 /// </summary> public Vector2 ThrowSpritePosition = new Vector2(0, 0); /// <summary> /// 投抛状态下物体碰撞器大小 /// </summary> public Vector2 ThrowCollisionSize = new Vector2(20, 15); /// <summary> /// 克隆一份新的属性配置 /// </summary> /// <returns></returns> public WeaponAttribute Clone() { var attr = _Clone(); if (AiUseAttribute != null) { attr.AiUseAttribute = AiUseAttribute._Clone(); } return attr; } private WeaponAttribute _Clone() { var attr = new WeaponAttribute(); attr.Name = Name; attr.WeaponPrefab = WeaponPrefab; attr.WeightType = WeightType; attr.Icon = Icon; attr.SpriteFrames = SpriteFrames; attr.ContinuousShoot = ContinuousShoot; attr.AmmoCapacity = AmmoCapacity; attr.MaxAmmoCapacity = MaxAmmoCapacity; attr.StandbyAmmoCapacity = StandbyAmmoCapacity; attr.ReloadTime = ReloadTime; attr.AloneReload = AloneReload; attr.AloneReloadCount = AloneReloadCount; attr.AloneReloadCanShoot = AloneReloadCanShoot; attr.LooseShoot = LooseShoot; attr.MinChargeTime = MinChargeTime; attr.MinContinuousCount = MinContinuousCount; attr.MaxContinuousCount = MaxContinuousCount; attr.TriggerInterval = TriggerInterval; attr.StartFiringSpeed = StartFiringSpeed; attr.FinalFiringSpeed = FinalFiringSpeed; attr.FiringSpeedAddSpeed = FiringSpeedAddSpeed; attr.FiringSpeedBackSpeed = FiringSpeedBackSpeed; attr.MinFireBulletCount = MinFireBulletCount; attr.MaxFireBulletCount = MaxFireBulletCount; attr.DelayedTime = DelayedTime; attr.StartScatteringRange = StartScatteringRange; attr.FinalScatteringRange = FinalScatteringRange; attr.ScatteringRangeAddValue = ScatteringRangeAddValue; attr.ScatteringRangeBackSpeed = ScatteringRangeBackSpeed; attr.MaxDistance = MaxDistance; attr.MinDistance = MinDistance; attr.FirePosition = FirePosition; attr.ShellPosition = ShellPosition; attr.SpritePosition = SpritePosition; attr.Weight = Weight; attr.MaxBacklash = MaxBacklash; attr.MinBacklash = MinBacklash; attr.BacklashRegressionSpeed = BacklashRegressionSpeed; attr.UpliftAngle = UpliftAngle; attr.DefaultAngle = DefaultAngle; attr.UpliftAngleRestore = UpliftAngleRestore; attr.AiTargetLockingTime = AiTargetLockingTime; attr.BulletId = BulletId; attr.ThrowSpritePosition = ThrowSpritePosition; attr.ThrowCollisionSize = ThrowCollisionSize; return attr; } //------------------------------ Ai相关 ----------------------------- /// <summary> /// 用于Ai, 目标锁定时间, 也就是瞄准目标多久才会开火 /// </summary> public float AiTargetLockingTime = 0; /// <summary> /// 用于Ai, Ai使用该武器发射的子弹速度缩放比 /// </summary> public float AiBulletSpeedScale = 0.7f; /// <summary> /// 用于Ai, Ai使用该武器消耗弹药的概率, (0 - 1) /// </summary> public float AiAmmoConsumptionProbability = 0f; /// <summary> /// 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 /// </summary> public WeaponAttribute AiUseAttribute; }