mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-05-28 06:51:54 +08:00
f19f1376ed
添加collecting状态变量控制物品收集过程,防止重复收集 优化物品移动逻辑,根据距离动态调整移动速度
58 lines
1.7 KiB
GDScript
58 lines
1.7 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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apply_force(MathTool.randv2_range(30000), MathTool.randv2_range(10))
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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 = findPlayer()
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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 = 4000.0 / ((targetPlayer.position - position).length() ** (1 / 3.0))
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apply_central_force(direction * speed)
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if position.distance_to(targetPlayer.position) < 60:
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targetPlayer.collectItem(item, stackCount)
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collect()
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func findPlayer() -> EntityBase:
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var result = null
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var lastDistance = INF
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for player in get_tree().get_nodes_in_group("players"):
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if player is EntityBase:
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if position.distance_to(player.position) < lastDistance:
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lastDistance = position.distance_to(player.position)
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result = player
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return result
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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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