- using Godot;
- using System;
-
- public class Gun : Area2D
- {
- /// <summary>
- /// 开火回调事件
- /// </summary>
- public event Action<Gun> FireEvent;
-
- /// <summary>
- /// 属性数据
- /// </summary>
- public GunAttribute Attribute
- {
- get
- {
- if (_attribute == null)
- {
- throw new Exception("请先调用Init来初始化枪的属性");
- }
- return _attribute;
- }
- private set => _attribute = value;
- }
- private GunAttribute _attribute;
-
- /// <summary>
- /// 枪的图片
- /// </summary>
- public Sprite Sprite { get; private set; }
-
- /// <summary>
- /// 枪攻击的目标阵营
- /// </summary>
- public CampEnum TargetCamp { get; set; }
- /// <summary>
- /// 开火点
- /// </summary>
- public Position2D FirePoint { get; private set; }
- /// <summary>
- /// 原点
- /// </summary>
- public Position2D OriginPoint { get; private set; }
-
- /// <summary>
- /// 枪的当前散射半径
- /// </summary>
- public float CurrScatteringRange { get; private set; } = 0;
-
- //是否按下
- private bool triggerFlag = false;
- private float fireInterval = 0;
- private float fireAngle = 0;
- private float attackTimer = 0;
- private bool attackFlag = false;
- private int downFrame = 0;
- //子弹
- private PackedScene bulletPacked;
-
- public override void _EnterTree()
- {
- Sprite = GetNode<Sprite>("Sprite");
- FirePoint = GetNode<Position2D>("FirePoint");
- OriginPoint = GetNode<Position2D>("OriginPoint");
- }
-
- public override void _Process(float delta)
- {
- downFrame = triggerFlag ? downFrame : 0;
- // 攻击的计时器
- if (attackTimer > 0)
- {
- attackTimer -= delta;
- }
- else if (!attackFlag && attackTimer < 0)
- {
- attackTimer = 0;
- }
-
- if (!attackFlag && attackTimer <= 0)
- {
- CurrScatteringRange = Mathf.Max(CurrScatteringRange - Attribute.ScatteringRangeBackSpeed * delta, Attribute.StartScatteringRange);
- }
- triggerFlag = false;
- attackFlag = false;
-
- //枪身回归
- Position = Position.MoveToward(Vector2.Zero, 35 * delta);
- if (fireInterval == 0)
- {
- RotationDegrees = 0;
- }
- else
- {
- RotationDegrees = Mathf.Lerp(0, fireAngle, attackTimer / fireInterval);
- }
- }
-
- public void Init(GunAttribute attribute)
- {
- Attribute = attribute;
- //更新图片
- var texture = ResourceLoader.Load<Texture>(attribute.Sprite);
- Sprite.Texture = texture;
- //子弹
- bulletPacked = ResourceLoader.Load<PackedScene>(attribute.Bullet);
- //开火位置
- FirePoint.Position = new Vector2(attribute.BarrelLength, FirePoint.Position.y);
- }
-
- /// <summary>
- /// 扳机函数, 调用即视为扣动扳机
- /// </summary>
- public void Trigger()
- {
- //是否第一帧按下
- var justDown = downFrame++ == 0;
-
- if (Attribute.ContinuousShoot || justDown)
- {
- if (attackTimer <= 0)
- {
- fireInterval = 60 / Attribute.FiringSpeed;
- attackTimer += fireInterval;
- Fire();
- //当前的散射半径
- CurrScatteringRange = Mathf.Min(CurrScatteringRange + Attribute.ScatteringRangeAddValue, Attribute.FinalScatteringRange);
- //枪的旋转角度
- RotationDegrees -= Attribute.UpliftAngle;
- fireAngle = RotationDegrees;
- //枪身位置
- Position = new Vector2(Mathf.Max(-Attribute.MaxBacklash, Position.x - MathUtils.RandRange(Attribute.MinBacklash, Attribute.MaxBacklash)), Position.y);
-
- if (FireEvent != null)
- {
- FireEvent(this);
- }
- }
- attackFlag = true;
- }
- triggerFlag = true;
- }
-
- protected virtual void Fire()
- {
- //开火发射的子弹数量
- var bulletCount = MathUtils.RandRangeInt(Attribute.MaxFireBulletCount, Attribute.MinFireBulletCount);
- //枪口角度
- var angle = new Vector2(GameConfig.ScatteringDistance, CurrScatteringRange).Angle();
-
- //创建子弹
- for (int i = 0; i < bulletCount; i++)
- {
- //先算枪口方向
- Rotation = (float)GD.RandRange(-angle, angle);
-
- //创建子弹
- var bullet = bulletPacked.Instance<Bullet>();
- bullet.GlobalPosition = FirePoint.GlobalPosition;
- bullet.Rotation = (FirePoint.GlobalPosition - OriginPoint.GlobalPosition).Angle();
- GetTree().CurrentScene.AddChild(bullet);
-
- //飞行距离
- var distance = MathUtils.RandRange(Attribute.MinDistance, Attribute.MaxDistance);
- //初始化子弹数据
- bullet.Init(TargetCamp, distance, Colors.White);
- }
- }
- }