mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-05-28 15:01:53 +08:00
60 lines
2.0 KiB
GDScript
60 lines
2.0 KiB
GDScript
extends RigidBody2D
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class_name ItemDropped
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var item: ItemStore.ItemType = ItemStore.ItemType.BASEBALL
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var stackCount: int = 1
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var targetPlayer: EntityBase = null
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var collecting: bool = false
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@onready var texture: Sprite2D = $"%texture"
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@onready var animator: AnimationPlayer = $"%animator"
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func _ready():
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await TickTool.millseconds(100)
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body_entered.connect(
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func(body):
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if body is ItemDropped and !body.collecting:
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if body.item == item:
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body.stackCount += stackCount
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collect()
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)
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func _process(_delta):
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texture.texture = ItemStore.getTexture(item)
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func _physics_process(_delta):
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if !is_instance_valid(targetPlayer):
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targetPlayer = EntityTool.findClosetPlayer(position, WorldManager.tree)
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if is_instance_valid(targetPlayer):
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if collecting:
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linear_velocity = Vector2.ZERO
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else:
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var direction = (targetPlayer.position - position).normalized()
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var speed = 1000.0 * targetPlayer.fields.get(FieldStore.Entity.GRAVITY) / ((targetPlayer.position - position).length() ** (1 / 3.0))
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apply_central_force(direction * speed)
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angular_velocity = linear_velocity.length() ** (1.0 / 2.25) # 角速度=线速度的2.25次根号
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if position.distance_to(targetPlayer.position) < targetPlayer.fields.get(FieldStore.Entity.DROPPED_ITEM_COLLECT_RADIUS):
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if targetPlayer.sprinting:
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apply_central_force((position - targetPlayer.texture.global_position).normalized() * targetPlayer.velocity.length() * 10)
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else:
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targetPlayer.collectItem(item, stackCount)
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collect()
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func collect():
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collecting = true
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animator.play("collect")
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await animator.animation_finished
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queue_free()
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static func generate(
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itemType: ItemStore.ItemType,
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count: int,
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spawnPosition: Vector2,
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addToWorld: bool = true
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):
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var instance: ItemDropped = preload("res://components/UI/ItemDropped.tscn").instantiate()
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instance.item = itemType
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instance.stackCount = count
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instance.position = spawnPosition
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if addToWorld:
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WorldManager.rootNode.call_deferred("add_child", instance)
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return instance
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