using Godot; /// <summary> /// 普通的枪 /// </summary> [RegisterWeapon(ActivityIdPrefix.Weapon + "0001", typeof(RifleAttribute))] [RegisterWeapon(ActivityIdPrefix.Weapon + "0003", typeof(PistolAttribute))] public partial class Gun : Weapon { //步枪属性数据 private class RifleAttribute : WeaponAttribute { public RifleAttribute() { Name = "步枪"; Sprite2D = ResourcePath.resource_sprite_gun_gun4_png; Weight = 40; CenterPosition = new Vector2(0.4f, -2.6f); StartFiringSpeed = 480; StartScatteringRange = 30; FinalScatteringRange = 90; ScatteringRangeAddValue = 2f; ScatteringRangeBackSpeed = 40; //连发 ContinuousShoot = true; AmmoCapacity = 30; StandbyAmmoCapacity = 30 * 3; MaxAmmoCapacity = 30 * 3; //扳机检测间隔 TriggerInterval = 0f; //开火前延时 DelayedTime = 0f; //攻击距离 MinDistance = 300; MaxDistance = 400; //发射子弹数量 MinFireBulletCount = 1; MaxFireBulletCount = 1; //抬起角度 UpliftAngle = 10; //开火位置 FirePosition = new Vector2(20F, 2.5F); AiUseAttribute = Clone(); AiUseAttribute.AiTargetLockingTime = 0.5f; AiUseAttribute.TriggerInterval = 3f; AiUseAttribute.ContinuousShoot = false; AiUseAttribute.MinContinuousCount = 3; AiUseAttribute.MaxContinuousCount = 3; } } //手枪属性数据 private class PistolAttribute : WeaponAttribute { public PistolAttribute() { Name = "手枪"; Sprite2D = ResourcePath.resource_sprite_gun_gun3_png; Weight = 20; CenterPosition = new Vector2(0.4f, -2.6f); WeightType = WeaponWeightType.DeputyWeapon; StartFiringSpeed = 300; FinalFiringSpeed = 300; StartScatteringRange = 5; FinalScatteringRange = 60; ScatteringRangeAddValue = 8f; ScatteringRangeBackSpeed = 40; //连发 ContinuousShoot = false; AmmoCapacity = 12; StandbyAmmoCapacity = 72; MaxAmmoCapacity = 72; //扳机检测间隔 TriggerInterval = 0.1f; //连发数量 MinContinuousCount = 1; MaxContinuousCount = 1; //开火前延时 DelayedTime = 0f; //攻击距离 MinDistance = 250; MaxDistance = 300; //发射子弹数量 MinFireBulletCount = 1; MaxFireBulletCount = 1; //抬起角度 UpliftAngle = 30; //开火位置 FirePosition = new Vector2(12.5F, 2.5F); AiUseAttribute = Clone(); AiUseAttribute.AiTargetLockingTime = 1f; AiUseAttribute.TriggerInterval = 2f; } } protected override void OnFire() { //创建一个弹壳 var startPos = Master.GlobalPosition; var startHeight = 6; var direction = GlobalRotationDegrees + Utils.RandomRangeInt(-30, 30) + 180; var verticalSpeed = Utils.RandomRangeInt(60, 120); var velocity = new Vector2(Utils.RandomRangeInt(20, 60), 0).Rotated(direction * Mathf.Pi / 180); var rotate = Utils.RandomRangeInt(-720, 720); var shell = Create<ShellCase>(ActivityIdPrefix.Shell + "0001"); shell.InheritVelocity(Master); shell.Throw(startPos, startHeight, verticalSpeed, velocity, rotate); 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_ordinaryBullet2_mp3, GameApplication.Instance.ViewToGlobalPosition(GlobalPosition), -8); } protected override void OnShoot(float fireRotation) { //创建子弹 var bullet = ActivityObject.Create<Bullet>(Attribute.BulletId); bullet.Init( this, 350, Utils.RandomRangeFloat(Attribute.MinDistance, Attribute.MaxDistance), FirePoint.GlobalPosition, fireRotation, GetAttackLayer() ); bullet.PutDown(RoomLayerEnum.YSortLayer); } }