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54 lines
1.8 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)
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var character_manager : CharacterManager
func init(mgr:CharacterManager,id:int,cfg:CharacterCfg,team:Enum.ETeam):
character_manager = mgr
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status.id = id
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status.team = team
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status.cfg = cfg
build_view(cfg)
build_battle(cfg)
func build_view(cfg:CharacterCfg):
var half_height = Setting.pixel_size * Setting.sprite_scale * cfg.sprite_harf_height
var width = Setting.pixel_size * Setting.sprite_scale * cfg.sprite_width
collision.position = Vector3(0,half_height,0)
collision.scale = Vector3(width,half_height*2,width)
status.basic_offset = Vector3(0,half_height,0)
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view.init(cfg.sprite_frames)
skill.init()
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func build_battle(cfg:CharacterCfg):
status.hp = cfg.hp_max
status.hp_max = cfg.hp_max
status.shield = cfg.shield_max
status.shield_max = cfg.shield_max
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func set_material(material:ShaderMaterial):
view.material_override = material
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#==getter==
func manager()->CharacterManager:return character_manager
func id()->int:return status.id
func team()->Enum.ETeam:return status.team
func pos()->Vector2:return Vector2(position.x,position.z)
#==interface==
func set_pos(pos:Vector3):position = pos
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func add_buff(buff_name:String,duration:float,ignore_pause:bool=false):buff.add_buff(buff_name,duration,ignore_pause)
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)