- using Godot;
-
- /// <summary>
- /// 普通的枪
- /// </summary>
- [RegisterWeapon("1001", typeof(Gun.RifleAttribute))]
- [RegisterWeapon("1003", typeof(Gun.PistolAttribute))]
- public class Gun : Weapon
- {
- //步枪属性数据
- private class RifleAttribute : WeaponAttribute
- {
- public RifleAttribute()
- {
- Name = "步枪";
- Sprite = ResourcePath.resource_sprite_gun_gun4_png;
- Weight = 40;
- CenterPosition = new Vector2(0.4f, -2.6f);
- StartFiringSpeed = 480;
- StartScatteringRange = 30;
- FinalScatteringRange = 90;
- ScatteringRangeAddValue = 2f;
- ScatteringRangeBackSpeed = 40;
- //连发
- ContinuousShoot = true;
- AmmoCapacity = 30;
- StandbyAmmoCapacity = 30 * 3;
- MaxAmmoCapacity = 30 * 3;
- //扳机检测间隔
- TriggerInterval = 0f;
- //连发数量
- MinContinuousCount = 3;
- MaxContinuousCount = 3;
- //开火前延时
- DelayedTime = 0f;
- //攻击距离
- MinDistance = 300;
- MaxDistance = 400;
- //发射子弹数量
- MinFireBulletCount = 1;
- MaxFireBulletCount = 1;
- //抬起角度
- UpliftAngle = 10;
- //开火位置
- FirePosition = new Vector2(16, 2);
- }
- }
-
- //手枪属性数据
- private class PistolAttribute : WeaponAttribute
- {
- public PistolAttribute()
- {
- Name = "手枪";
- Sprite = ResourcePath.resource_sprite_gun_gun3_png;
- Weight = 20;
- CenterPosition = new Vector2(0.4f, -2.6f);
- WeightType = WeaponWeightType.DeputyWeapon;
- StartFiringSpeed = 300;
- StartScatteringRange = 5;
- FinalScatteringRange = 60;
- ScatteringRangeAddValue = 8f;
- ScatteringRangeBackSpeed = 40;
- //连发
- ContinuousShoot = false;
- AmmoCapacity = 12;
- StandbyAmmoCapacity = 72;
- MaxAmmoCapacity = 72;
- //扳机检测间隔
- TriggerInterval = 0.1f;
- //连发数量
- MinContinuousCount = 1;
- MaxContinuousCount = 1;
- //开火前延时
- DelayedTime = 0f;
- //攻击距离
- MinDistance = 250;
- MaxDistance = 300;
- //发射子弹数量
- MinFireBulletCount = 1;
- MaxFireBulletCount = 1;
- //抬起角度
- UpliftAngle = 30;
- //开火位置
- FirePosition = new Vector2(10, 2);
- }
- }
-
- public Gun(string typeId, WeaponAttribute attribute): base(typeId, attribute)
- {
- }
-
- protected override void OnFire()
- {
- //创建一个弹壳
- var startHeight = 6;
- var direction = GlobalRotationDegrees + Utils.RandRangeInt(-30, 30) + 180;
- var xf = Utils.RandRangeInt(20, 60);
- var yf = Utils.RandRangeInt(60, 120);
- var rotate = Utils.RandRangeInt(-720, 720);
- var shell = new ShellCase();
- shell.Throw(new Vector2(10, 5), Master.GlobalPosition, startHeight, direction, xf, yf, rotate, true);
-
- if (Master == GameApplication.Instance.Room.Player)
- {
- //创建抖动
- GameCamera.Main.ProcessDirectionalShake(Vector2.Right.Rotated(GlobalRotation) * 2f);
- }
-
- //创建开火特效
- var packedScene = ResourceManager.Load<PackedScene>(ResourcePath.prefab_effect_ShotFire_tscn);
- var sprite = packedScene.Instance<Sprite>();
- sprite.GlobalPosition = FirePoint.GlobalPosition;
- sprite.GlobalRotation = FirePoint.GlobalRotation;
- GameApplication.Instance.Room.GetRoot(true).AddChild(sprite);
-
- //播放射击音效
- SoundManager.PlaySoundEffectPosition(ResourcePath.resource_sound_sfx_ordinaryBullet2_mp3, GameApplication.Instance.ViewToGlobalPosition(GlobalPosition), -8);
- }
-
- protected override void OnShoot(float fireRotation)
- {
- //创建子弹
- //CreateBullet(BulletPack, FirePoint.GlobalPosition, fireRotation);
- var bullet = new Bullet(
- ResourcePath.prefab_weapon_bullet_Bullet_tscn,
- 350,
- Utils.RandRange(Attribute.MinDistance, Attribute.MaxDistance),
- FirePoint.GlobalPosition,
- fireRotation,
- GetAttackLayer()
- );
- bullet.PutDown();
- }
- }