using Godot; [RegisterWeapon(ActivityIdPrefix.Weapon + "0002", typeof(ShotgunAttribute))] public partial class Shotgun : Weapon { private class ShotgunAttribute : WeaponAttribute { public ShotgunAttribute() { Name = "霰弹枪"; Icon = ResourcePath.resource_sprite_gun_gun2_png; SpriteFrames = ResourcePath.resource_spriteFrames_Weapon0002_tres; Weight = 40; ThrowSpritePosition = new Vector2(0.4f, -2.6f); StartFiringSpeed = 400; StartScatteringRange = 30; FinalScatteringRange = 90; ScatteringRangeAddValue = 50f; ScatteringRangeBackSpeed = 50; //连发 ContinuousShoot = false; AmmoCapacity = 7; StandbyAmmoCapacity = 42; MaxAmmoCapacity = 42; AloneReload = true; AloneReloadCanShoot = true; ReloadTime = 0.6f; //连发数量 MinContinuousCount = 1; MaxContinuousCount = 1; //开火前延时 DelayedTime = 0f; //攻击距离 MinDistance = 200; MaxDistance = 250; //发射子弹数量 MinFireBulletCount = 5; MaxFireBulletCount = 5; //抬起角度 UpliftAngle = 15; MaxBacklash = 6; MinBacklash = 5; //开火位置 FirePosition = new Vector2(22, -4); //精灵位置 SpritePosition = new Vector2(9, -2); ShellPosition = new Vector2(3, -4); BulletId = ActivityIdPrefix.Bullet + "0002"; AiUseAttribute = Clone(); AiUseAttribute.AiTargetLockingTime = 0.2f; AiUseAttribute.TriggerInterval = 3.5f; } } /// <summary> /// 弹壳预制体 /// </summary> public PackedScene ShellPack; public override void OnInit() { base.OnInit(); ShellPack = ResourceManager.Load<PackedScene>(ResourcePath.prefab_weapon_shell_ShellCase_tscn); } protected override void OnFire() { //创建一个弹壳 ThrowShell("0001"); if (Master == Player.Current) { //创建抖动 GameCamera.Main.DirectionalShake(Vector2.Right.Rotated(GlobalRotation) * 2f); } //创建开火特效 var packedScene = ResourceManager.Load<PackedScene>(ResourcePath.prefab_effect_ShotFire_tscn); var sprite = packedScene.Instantiate<Sprite2D>(); sprite.GlobalPosition = FirePoint.GlobalPosition; sprite.GlobalRotation = FirePoint.GlobalRotation; sprite.AddToActivityRoot(RoomLayerEnum.YSortLayer); //播放射击音效 SoundManager.PlaySoundEffectPosition(ResourcePath.resource_sound_sfx_ordinaryBullet3_mp3, GameApplication.Instance.ViewToGlobalPosition(GlobalPosition), -15); } protected override void OnShoot(float fireRotation) { //创建子弹 var bullet = ActivityObject.Create<Bullet>(Attribute.BulletId); bullet.Init( this, Utils.RandomRangeInt(280, 380), Utils.RandomRangeFloat(Attribute.MinDistance, Attribute.MaxDistance), FirePoint.GlobalPosition, fireRotation + Utils.RandomRangeFloat(-20 / 180f * Mathf.Pi, 20 / 180f * Mathf.Pi), GetAttackLayer() ); bullet.PutDown(RoomLayerEnum.YSortLayer); } }