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Dog-Lynx-And-HCN/scripts/Statemachine/EntityBase.gd
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extends CharacterBody2D
class_name EntityBase # 这是个抽象类
var fields = {
FieldStore.Entity.MAX_HEALTH: 100,
FieldStore.Entity.DAMAGE_MULTIPILER: 1,
FieldStore.Entity.MOVEMENT_SPEED: 1,
FieldStore.Entity.ATTACK_SPEED: 1,
FieldStore.Entity.CRIT_RATE: 0.05,
FieldStore.Entity.CRIT_DAMAGE: 1,
FieldStore.Entity.PENERATE: 0,
FieldStore.Entity.OFFSET_SHOOT: 3,
FieldStore.Entity.HEAL_ABILITY: 1,
FieldStore.Entity.EXTRA_APPLE_MAX: 0,
FieldStore.Entity.ENERGY_MULTIPILER: 1,
FieldStore.Entity.PENARATION_RESISTANCE: 0,
FieldStore.Entity.PRICE_REDUCTION: 0,
FieldStore.Entity.EXTRA_BULLET_COUNT: 0,
FieldStore.Entity.DROP_APPLE_RATE: 0,
FieldStore.Entity.FEED_COUNT_SHOW: 3,
FieldStore.Entity.FEED_COUNT_CAN_MADE: 1,
FieldStore.Entity.MAX_ENERGY: 200,
}
var inventory = {
ItemStore.ItemType.BASEBALL: 100,
ItemStore.ItemType.BASKETBALL: 100,
ItemStore.ItemType.APPLE: 3,
}
var inventoryMax = {
ItemStore.ItemType.BASEBALL: INF, # 无限
ItemStore.ItemType.BASKETBALL: INF,
ItemStore.ItemType.APPLE: 20, # 最多20个苹果
}
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@export var cooldownUnit: float = 100 # 100毫秒每次攻击
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@export var isBoss: bool = false
@export var displayName: String = "未知实体"
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@export var sprintMultiplier: float = 7
@export var drops: Array[ItemStore.ItemType] = []
@export var dropCounts: Array[Vector2] = []
@export var appleCount: Vector2i = Vector2(0, 1) # 死亡后掉落的苹果数量
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@onready var animatree: AnimationTree = $"%animatree"
@onready var texture: AnimatedSprite2D = $"%texture"
@onready var hurtbox: Area2D = $"%hurtbox"
@onready var statebar: EntityStateBar = $"%statebar"
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@onready var sounds: Node2D = $"%sounds"
@onready var hurtAnimator: AnimationPlayer = $"%hurtAnimator"
@onready var damageAnchor: Node2D = $"%damageAnchor"
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var health: float = 0
@export var energy: float = 0
var sprinting: bool = false
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var lastDirection: int = 1
var lastAttack: int = 0
var currentFocusedBoss: EntityBase = null
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func _ready():
health = fields.get(FieldStore.Entity.MAX_HEALTH)
statebar.visible = !isBoss
if isPlayer():
UIState.player = self
hurtbox.body_entered.connect(
func(body):
if body is ItemDropped:
inventory[body.item] += body.stackCount
body.queue_free()
)
else:
currentFocusedBoss = get_tree().get_nodes_in_group("players")[0]
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func _process(_delta):
health = clamp(health, 0, fields.get(FieldStore.Entity.MAX_HEALTH))
energy = clamp(energy, 0, fields.get(FieldStore.Entity.MAX_ENERGY))
for i in inventory:
inventory[i] = clamp(inventory[i], 0, inventoryMax[i])
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func _physics_process(_delta: float) -> void:
animatree.set("parameters/blend_position", lerpf(animatree.get("parameters/blend_position"), lastDirection, 0.2))
if sprinting:
velocity *= 0.9
if velocity.length() <= 100:
sprinting = false
else:
velocity = Vector2.ZERO
if isPlayer() or is_instance_valid(currentFocusedBoss):
ai()
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move_and_slide()
storeEnergy(0.01)
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# 通用方法
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func displace(direction: Vector2, isSprinting: bool = false):
return (direction if isSprinting else direction.normalized()) * fields.get(FieldStore.Entity.MOVEMENT_SPEED) * 400 * abs(animatree.get("parameters/blend_position"))
func move(direction: Vector2, isSprinting: bool = false):
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velocity = displace(direction, isSprinting)
var currentDirection = sign(direction.x)
if currentDirection != 0:
lastDirection = currentDirection
func takeDamage(bullet: BulletBase, crit: bool):
hurtAnimator.play("hurt")
var baseDamage: float = bullet.fields.get(FieldStore.Bullet.DAMAGE) * bullet.launcher.fields.get(FieldStore.Entity.DAMAGE_MULTIPILER) * randf_range(1 - GameRule.damageOffset, 1 + GameRule.damageOffset)
var damage = baseDamage + baseDamage * int(crit) * fields.get(FieldStore.Entity.CRIT_DAMAGE)
if sprinting:
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playSound("miss")
storeEnergy(damage * 1.25)
damage = 0
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else:
playSound("hurt")
bullet.launcher.storeEnergy(damage * 0.05)
storeEnergy(damage * -0.1)
health -= damage
DamageLabel.create(damage, crit, damageAnchor.global_position + MathTool.randv2_range(GameRule.damageLabelSpawnOffset))
if isBoss and bullet.launcher.isPlayer():
bullet.launcher.setBoss(self)
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if health <= 0:
if isBoss:
bullet.launcher.storeEnergy(energy)
bullet.launcher.setBoss(null)
tryDie(bullet)
func storeEnergy(value: float):
energy += value * fields.get(FieldStore.Entity.ENERGY_MULTIPILER)
func useEnergy(value: float):
var state = energy >= value
if state:
energy -= value
return state
func isCooldowned():
return Time.get_ticks_msec() - lastAttack >= cooldownUnit / fields.get(FieldStore.Entity.ATTACK_SPEED)
func startCooldown():
var state = isCooldowned()
if state:
lastAttack = Time.get_ticks_msec()
return state
func tryAttack(type: int):
var state = startCooldown()
if state:
if attack(type):
playSound("attack" + str(type))
return state
func trySprint():
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playSound("sprint")
sprint()
sprinting = true
func tryDie(by: BulletBase):
for drop in range(min(len(drops), len(dropCounts))):
var item = drops[drop]
var count = ceil(randf_range(dropCounts[drop].x, dropCounts[drop].y))
for i in range(count):
ItemDropped.generate(item, count, position + MathTool.randv2_range(GameRule.itemDroppedSpawnOffset))
if MathTool.rate(GameRule.appleDropRate + by.launcher.fields.get(FieldStore.Entity.DROP_APPLE_RATE)) or isBoss:
for i in randi_range(appleCount.x, appleCount.y):
ItemDropped.generate(ItemStore.ItemType.APPLE, 1, position + MathTool.randv2_range(GameRule.itemDroppedSpawnOffset))
die()
func tryHeal(count: float):
if inventory[ItemStore.ItemType.APPLE] > 0 and health < fields.get(FieldStore.Entity.MAX_HEALTH):
inventory[ItemStore.ItemType.APPLE] -= 1
playSound("heal")
heal(count * fields.get(FieldStore.Entity.HEAL_ABILITY))
func findWeaponAnchor(weaponName: String):
var anchor = $"%weapons".get_node(weaponName)
if anchor is Node2D:
return anchor.global_position
else:
return Vector2.ZERO
func setBoss(boss: EntityBase):
currentFocusedBoss = boss
if isPlayer():
UIState.bossbar.entity = boss
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func playSound(type: String):
var body = sounds.get_node_or_null(type)
if body is AudioStreamPlayer2D:
var cloned = body.duplicate() as AudioStreamPlayer2D
add_child(cloned)
cloned.play()
await cloned.finished
cloned.queue_free()
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# 关于分组
func isPlayer():
return is_in_group("players")
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# 抽象方法
func ai():
pass
func attack(_type: int):
pass
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func die():
queue_free()
func sprint():
pass
func heal(_count: float):
pass
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static func generate(
entity: PackedScene,
spawnPosition: Vector2,
isMob: bool = true,
spawnAsBoss: bool = false,
addToWorld: bool = true
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):
var instance: EntityBase = entity.instantiate()
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instance.position = spawnPosition
instance.isBoss = spawnAsBoss
if isMob:
instance.add_to_group("mobs")
if addToWorld:
WorldManager.rootNode.add_child(instance)
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return instance
static func mobCount():
return len(WorldManager.tree.get_nodes_in_group("mobs"))