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4.0 KiB
GDScript

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extends CharacterBody3D
class_name Character
@onready var collision = (%Collision)
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@onready var status = (%Status as Status)
@onready var view = (%View as View)
@onready var buff = (%Buff as Buff)
@onready var skill = (%Skill as Skill)
@onready var battle = (%Battle as Battle)
@onready var effect = (%Effect as Effect)
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func init(id:int,cfg:CharacterCfg,team:Enum.ETeam):
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status.id = id
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status.team = team
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status.cfg = cfg
var half_height = Setting.pixel_size * cfg.sprite_harf_height
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var height = half_height * 2
var width = Setting.pixel_size * cfg.sprite_width
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var body_scale = Vector3(width,height,width)
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collision.position = Vector3(0,half_height,0)
collision.scale = body_scale
status.basic_offset = Vector3(0,half_height,0)
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status.ui_offset = Vector3(0,height*1.1,0)
status.ui_center_offset = Vector3(0,half_height,0)
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status.radius = width
status.height = height
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view.init(cfg.sprite_frames)
skill.init()
effect.init(cfg.type,body_scale)
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func init_after():
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var cfg = status.cfg as CharacterCfg
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set_status("hp_max",cfg.hp_max)
set_status("hp",cfg.hp_max)
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set_status("shield_max",cfg.shield.shield_max)
set_status("shield",cfg.shield.shield_max)
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set_status("stun_max",cfg.stun.stun_max)
set_status("stun",0)
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set_status("mp_max",cfg.mp.mp_max)
set_status("mp",0)
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set_status("mp_sub_max",cfg.mp.mp_sub_max)
set_status("mp_sub",0)
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func set_material(material:ShaderMaterial,material_sub:ShaderMaterial):
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view.material_override = material
view.material_override.next_pass = material_sub
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func is_on_stair()->bool:
if velocity.x > 0:
if raycast_stair(Vector3.RIGHT):return true
elif velocity.x < 0:
if raycast_stair(Vector3.LEFT):return true
if velocity.z > 0:
if raycast_stair(Vector3.BACK):return true
elif velocity.z < 0:
if raycast_stair(Vector3.FORWARD):return true
return false
func raycast_stair(dir:Vector3)->bool:
var width = Setting.pixel_size * status.cfg.sprite_width
var from = position + Vector3.UP * Setting.pixel_size * 6 + dir * width * 0.4
var to = from + dir * width * 0.2
var up = to + Vector3.UP * Setting.pixel_size * 4
return Util.raycast_wall(from,to) and Util.raycast_wall(up,to)
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#==getter==
func id()->int:return status.id
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func cfg()->CharacterCfg:return status.cfg
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func team()->Enum.ETeam:return status.team
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func pos2D()->Vector2:return Vector2(position.x,position.z)
func pos()->Vector3:return position
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func radius()->float:return status.radius
func height()->float:return status.height
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func view_pos()->Vector3:return position + view.position
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func ui_pos()->Vector3:return position + status.ui_offset
func ui_pos_center()->Vector3:return position + status.ui_center_offset
func target()->int:return status.target
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#==interface==
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func get_status(status_name:String):return status.get_status(status_name)
func set_status(status_name:String,value):status.set_status(status_name,value)
func set_pos(pos:Vector3):position = pos;SignalManager.character_pos_changed.emit(id(),pos())
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func move_to(dir:Vector2):set_status("move_dir",dir)
func move_stop():set_status("move_dir",Vector2.ZERO)
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func add_buff(buff_name:String,duration:float,ignore_pause:bool=false):buff.add_buff(buff_name,duration,ignore_pause)
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func remove_buff(buff_name:String):buff.remove_buff(buff_name)
func has_buff(buff_name:String)->bool:return buff.has_buff(buff_name)
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func set_hit_move(hit_back_dir:Vector2,hit_back_speed:float,hit_up_speed:float):status.hit_back_dir = hit_back_dir;status.hit_back_speed = hit_back_speed;status.hit_up_speed = hit_up_speed
func cancel_skill():skill.cancel_skill()
func set_view_trigger(trigger_name:String):status.set("trigger_%s"%trigger_name,true)
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func add_attack(from:int,dir:Vector2,attack:AttackCfg):battle.add_attack(from,dir,attack)
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func show_hit_text(value:String):SignalManager.character_hit_text.emit(id(),value)
func show_hit_damage(value:float):SignalManager.character_hit_damage.emit(id(),value)
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func add_mp(value:float):battle.add_mp(value)
func set_target(target:int):set_status("target",target)
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func cast_particle(resource:Resource):effect.cast_particle(resource)