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DungeonShooting / DungeonShooting_Godot / src / game / activity / weapon / gun / Shotgun.cs
using Godot;

[Tool, GlobalClass]
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;
    //     }
    // }

    protected override void OnFire()
    {
        //创建一个弹壳
        ThrowShell(ActivityObject.Ids.Id_shell0001);
        
        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);
    }
}