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DungeonShooting / DungeonShooting_Godot / src / game / role / MountRotation.cs
@小李xl 小李xl on 11 Feb 2023 1 KB ai还原
  1.  
  2. using Godot;
  3.  
  4. /// <summary>
  5. /// 用于限定 Marker2D 节点的旋转角度
  6. /// </summary>
  7. public partial class MountRotation : Marker2D
  8. {
  9. /// <summary>
  10. /// 吸附角度
  11. /// </summary>
  12. private int _adsorption = 6;
  13. /// <summary>
  14. /// 所在的角色
  15. /// </summary>
  16. public Role Master { get; set; }
  17.  
  18. /// <summary>
  19. /// 当前节点真实的旋转角度, 角度制
  20. /// </summary>
  21. public float RealAngle { get; private set; }
  22.  
  23. /// <summary>
  24. /// 设置看向的目标点
  25. /// </summary>
  26. public void SetLookAt(Vector2 target)
  27. {
  28. var myPos = GlobalPosition;
  29. var angle = Mathf.RadToDeg((target - myPos).Angle());
  30.  
  31. if (Master.Face == FaceDirection.Left)
  32. {
  33. if (angle < 0 && angle > -80)
  34. {
  35. angle = -80;
  36. }
  37. else if (angle >= 0 && angle < 80)
  38. {
  39. angle = 80;
  40. }
  41. }
  42. else
  43. {
  44. angle = Mathf.Clamp(angle, -100, 100);
  45. }
  46.  
  47. RealAngle = angle;
  48.  
  49. // if (Master.GlobalPosition.X >= target.X)
  50. // {
  51. // angle = -angle;
  52. // }
  53. GlobalRotationDegrees = AdsorptionAngle(angle);
  54. }
  55.  
  56. private float AdsorptionAngle(float angle)
  57. {
  58. return Mathf.Round(angle / _adsorption) * _adsorption;
  59. }
  60. }