- using Godot;
-
- public class Player : Role
- {
-
- /// <summary>
- /// 移动加速度
- /// </summary>
- public float Acceleration { get; set; } = 1500f;
-
- /// <summary>
- /// 移动摩擦力
- /// </summary>
- public float Friction { get; set; } = 800f;
-
- public Player(): base(ResourcePath.prefab_role_Player_tscn)
- {
- AttackLayer = PhysicsLayer.Wall | PhysicsLayer.Props | PhysicsLayer.Enemy;
- Camp = CampEnum.Camp1;
- }
-
- public override void _Ready()
- {
- base._Ready();
-
- //让相机跟随玩家
- // var remoteTransform = new RemoteTransform2D();
- // AddChild(remoteTransform);
- // MainCamera.Main.GlobalPosition = GlobalPosition;
- // MainCamera.Main.ResetSmoothing();
- // remoteTransform.RemotePath = remoteTransform.GetPathTo(MainCamera.Main);
-
- Holster.SlotList[2].Enable = true;
- Holster.SlotList[3].Enable = true;
- RefreshGunTexture();
-
- MaxHp = 50;
- Hp = 50;
- MaxShield = 30;
- Shield = 30;
- }
-
- public override void _Process(float delta)
- {
- base._Process(delta);
-
- //脸的朝向
- var gPos = GlobalPosition;
- if (LookTarget == null)
- {
- Vector2 mousePos = InputManager.GetMousePosition();
- if (mousePos.x > gPos.x && Face == FaceDirection.Left)
- {
- Face = FaceDirection.Right;
- }
- else if (mousePos.x < gPos.x && Face == FaceDirection.Right)
- {
- Face = FaceDirection.Left;
- }
- //枪口跟随鼠标
- MountPoint.SetLookAt(mousePos);
- }
-
- if (Input.IsActionJustPressed("exchange")) //切换武器
- {
- ExchangeNext();
- RefreshGunTexture();
- }
- else if (Input.IsActionJustPressed("throw")) //扔掉武器
- {
- ThrowWeapon();
- RefreshGunTexture();
- }
- else if (Input.IsActionJustPressed("interactive")) //互动物体
- {
- var item = TriggerInteractive();
- if (item is Weapon)
- {
- RefreshGunTexture();
- }
- }
- else if (Input.IsActionJustPressed("reload")) //换弹
- {
- Reload();
- }
- if (Input.IsActionPressed("fire")) //开火
- {
- Attack();
- }
- //刷新显示的弹药剩余量
- RefreshGunAmmunition();
-
- var reloadBar = GameApplication.Instance.Ui.ReloadBar;
- if (Holster.ActiveWeapon != null && Holster.ActiveWeapon.Reloading)
- {
- reloadBar.ShowBar(gPos, 1 - Holster.ActiveWeapon.ReloadProgress);
- }
- else
- {
- reloadBar.HideBar();
- }
- }
-
- public override void _PhysicsProcess(float delta)
- {
- base._PhysicsProcess(delta);
- HandleMoveInput(delta);
- //播放动画
- PlayAnim();
- }
-
- protected override void OnChangeHp(int hp)
- {
- GameApplication.Instance.Ui.SetHp(hp);
- }
-
- protected override void OnChangeMaxHp(int maxHp)
- {
- GameApplication.Instance.Ui.SetMaxHp(maxHp);
- }
-
- protected override void ChangeInteractiveItem(CheckInteractiveResult result)
- {
- if (result == null)
- {
- //隐藏互动提示
- GameApplication.Instance.Ui.InteractiveTipBar.HideBar();
- }
- else
- {
- if (InteractiveItem is Weapon gun)
- {
- //显示互动提示
- GameApplication.Instance.Ui.InteractiveTipBar.ShowBar(result.Target, result.ShowIcon);
- }
- }
- }
-
- protected override void OnChangeShield(int shield)
- {
- GameApplication.Instance.Ui.SetShield(shield);
- }
-
- protected override void OnChangeMaxShield(int maxShield)
- {
- GameApplication.Instance.Ui.SetMaxShield(maxShield);
- }
-
- /// <summary>
- /// 刷新 ui 上手持的物体
- /// </summary>
- private void RefreshGunTexture()
- {
- var gun = Holster.ActiveWeapon;
- if (gun != null)
- {
- GameApplication.Instance.Ui.SetGunTexture(gun.GetDefaultTexture());
- }
- else
- {
- GameApplication.Instance.Ui.SetGunTexture(null);
- }
- }
-
- /// <summary>
- /// 刷新 ui 上显示的弹药量
- /// </summary>
- private void RefreshGunAmmunition()
- {
- var gun = Holster.ActiveWeapon;
- if (gun != null)
- {
- GameApplication.Instance.Ui.SetAmmunition(gun.CurrAmmo, gun.ResidueAmmo);
- }
- }
-
- //处理角色移动的输入
- private void HandleMoveInput(float delta)
- {
- //角色移动
- // 得到输入的 vector2 getvector方法返回值已经归一化过了noemalized
- Vector2 dir = Input.GetVector("move_left", "move_right", "move_up", "move_down");
- // 移动. 如果移动的数值接近0(是用 摇杆可能出现 方向 可能会出现浮点),就friction的值 插值 到 0
- // 如果 有输入 就以当前速度,用acceleration 插值到 对应方向 * 最大速度
- if (Mathf.IsZeroApprox(dir.x))
- {
- Velocity = new Vector2(Mathf.MoveToward(Velocity.x, 0, Friction * delta), Velocity.y);
- }
- else
- {
- Velocity = new Vector2(Mathf.MoveToward(Velocity.x, dir.x * MoveSpeed, Acceleration * delta), Velocity.y);
- }
-
- if (Mathf.IsZeroApprox(dir.y))
- {
- Velocity = new Vector2(Velocity.x, Mathf.MoveToward(Velocity.y, 0, Friction * delta));
- }
- else
- {
- Velocity = new Vector2(Velocity.x, Mathf.MoveToward(Velocity.y, dir.y * MoveSpeed, Acceleration * delta));
- }
-
- CalcMove(delta);
- }
-
- // 播放动画
- private void PlayAnim()
- {
- if (Velocity != Vector2.Zero)
- {
- if ((Face == FaceDirection.Right && Velocity.x >= 0) || Face == FaceDirection.Left && Velocity.x <= 0) //向前走
- {
- AnimatedSprite.Animation = AnimatorNames.Run;
- }
- else if ((Face == FaceDirection.Right && Velocity.x < 0) || Face == FaceDirection.Left && Velocity.x > 0) //向后走
- {
- AnimatedSprite.Animation = AnimatorNames.ReverseRun;
- }
- }
- else
- {
- AnimatedSprite.Animation = AnimatorNames.Idle;
- }
- }
- }