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DungeonShooting / DungeonShooting_Godot / src / game / buff / buff / Buff_BulletRepel.cs
@小李xl 小李xl on 22 Mar 2024 1 KB 道具逻辑片段更新参数描述

using System.Text.Json;
using Godot;

[BuffFragment(
    "BulletRepel", 
    "子弹击退 buff, ",
    Arg1 = "(int)击退增加类型: 1:具体击退值, 2:百分比击退值",
    Arg2 = "(float)子弹增加的击退值"
)]
public class Buff_BulletRepel : BuffFragment
{
    private int _type;
    private float _value;
    public override void InitParam(JsonElement[] args)
    {
        _type = args[0].GetInt32();
        _value = args[1].GetSingle();
    }

    public override void OnPickUpItem()
    {
        if (_type == 1)
        {
            Role.RoleState.CalcBulletRepelEvent += CalcBulletRepelEvent1;
        }
        else
        {
            Role.RoleState.CalcBulletRepelEvent += CalcBulletRepelEvent2;
        }
    }
    
    public override void OnRemoveItem()
    {
        if (_type == 1)
        {
            Role.RoleState.CalcBulletRepelEvent -= CalcBulletRepelEvent1;
        }
        else
        {
            Role.RoleState.CalcBulletRepelEvent -= CalcBulletRepelEvent2;
        }
    }
    
    private void CalcBulletRepelEvent1(float originRepel, RefValue<float> repel)
    {
        if (Role.WeaponPack.ActiveItem != null && Role.WeaponPack.ActiveItem.Attribute.IsMelee)
        {
            return;
        }
        repel.Value += _value;
    }
    
    private void CalcBulletRepelEvent2(float originRepel, RefValue<float> repel)
    {
        if (Role.WeaponPack.ActiveItem != null && Role.WeaponPack.ActiveItem.Attribute.IsMelee)
        {
            return;
        }

        if (_value > 0)
        {
            repel.Value += originRepel * _value;
        }
        else
        {
            repel.Value = Mathf.Max(0, repel.Value + Mathf.FloorToInt(repel.Value * _value));
        }
    }
}