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, } var cooldownUnit: float = 100 # 100毫秒每次攻击 @export var isBoss: bool = false @onready var animatree: AnimationTree = $"%animatree" @onready var texture: AnimatedSprite2D = $"%texture" @onready var hurtbox: Area2D = $"%hurtbox" @onready var statebar: EntityStateBar = $"%statebar" var health: float = 0 var lastDirection: int = 1 var lastAttack: int = 0 var currentFocusedBoss: EntityBase = null var sprinting: bool = false func _ready(): health = fields.get(FieldStore.Entity.MAX_HEALTH) statebar.visible = !isBoss func _process(_delta): health = clamp(health, 0, fields.get(FieldStore.Entity.MAX_HEALTH)) animatree.set("parameters/blend_position", lerpf(animatree.get("parameters/blend_position"), lastDirection, 0.1)) func _physics_process(_delta: float) -> void: velocity = Vector2.ZERO ai() move_and_slide() # 通用方法 func move(direction: Vector2): velocity = direction.normalized() * fields.get(FieldStore.Entity.MOVEMENT_SPEED) * 200 * abs(animatree.get("parameters/blend_position")) var currentDirection = sign(direction.x) if currentDirection != 0: lastDirection = currentDirection func takeDamage(bullet: BulletBase, crit: bool): var baseDamage: float = bullet.fields.get(FieldStore.Bullet.DAMAGE) * randf_range(1 - GameRule.damageOffset, 1 + GameRule.damageOffset) var damage = baseDamage + baseDamage * int(crit) * fields.get(FieldStore.Entity.CRIT_DAMAGE) health -= damage DamageLabel.create(damage, crit, $"%damageAnchor".global_position + MathTool.randv2_range(GameRule.damageLabelSpawnOffset)) if isBoss: bullet.launcher.setBoss(self) if health <= 0: if isBoss: bullet.launcher.setBoss(null) die() 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): if startCooldown(): attack(type) 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 # 关于分组 func isPlayer(): return is_in_group("players") # 抽象方法 func ai(): pass func attack(_type: int): pass func die(): queue_free() static func generate( entity: PackedScene, spawnPosition: Vector2, spawnRotation: float, isMob: bool = true, spawnAsBoss: bool = false, addtoWorld: bool = true ): var instance: EntityBase = entity.instance() instance.position = spawnPosition instance.rotation = spawnRotation instance.isBoss = spawnAsBoss if isMob: instance.add_to_group("mobs") if addtoWorld: WorldTool.rootNode.add_child(instance) return instance