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GDScript

extends Node3D
class_name Buff
@onready var character = (get_owner() as Character)
@onready var status = (%Status as Status)
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@onready var effect = (%Effect as Effect)
class BuffInfo:
var name : String
var duration_max : float
var duration : float
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var ignore_pause : bool
var buff_map = {} #命中信息
func _process(delta):
for buff_name in buff_map:
var buff_info = buff_map[buff_name]
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if has_buff("pause") and buff_name!="pause" and !buff_info.ignore_pause:
continue
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if buff_info.duration_max == -1:
trigger_buff_effect(buff_info,"update")
else:
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if buff_info.duration == 0:
trigger_buff_effect(buff_info,"second")
buff_info.duration += delta
if buff_info.duration >= buff_info.duration_max:
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remove_buff(buff_name)
else:
trigger_buff_effect(buff_info,"update")
func trigger_buff_effect(buff:BuffInfo,trigger_name:String):
var buff_name = buff.name
var function_name = "on_%s_%s" % [trigger_name,buff_name]
if has_method(function_name):
var rate = buff.duration/buff.duration_max
call(function_name,rate)
func has_buff(buff_name:String) -> bool:
return buff_name in buff_map
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func add_buff(buff_name:String,duration:float,ignore_pause:bool=false):
var buff : BuffInfo
if buff_name in buff_map:
buff = buff_map[buff_name]
else:
buff = BuffInfo.new()
buff.name = buff_name
buff_map[buff_name] = buff
buff.duration_max = duration
buff.duration = 0
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buff.ignore_pause = ignore_pause
trigger_buff_effect(buff,"start")
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func remove_buff(buff_name:String):
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if buff_name in buff_map:
var buff = buff_map[buff_name]
trigger_buff_effect(buff,"end")
buff_map.erase(buff_name)
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#==具体实现==
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#位移
func on_end_hit_back(rate):status.hit_back_speed = 0
func on_end_hit_up(rate):status.hit_up_speed = 0
func on_start_jumping(rate):status.is_jumping = true
func on_end_jumping(rate):status.is_jumping = false
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func on_start_rising(rate):status.is_rising = true
func on_end_rising(rate):status.is_rising = false
func on_start_floating(rate):status.is_floating = true;add_buff("rising",0.1)
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func on_update_floating(rate):
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if not status.is_on_floor or status.is_rising:
return
if has_buff("hit_down"):
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character.add_attack(character.id(),status.move_dir,ResourceManager.cfg_attack_rebound)
remove_buff("hit_down")
else:
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remove_buff("floating")
add_buff("stagger",3)
func on_end_floating(rate):status.is_floating = false
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#战斗状态
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func on_start_die(rate):status.is_dead = true;SignalManager.character_die.emit(status.id)
func on_end_die(rate):add_buff("die2",-1)
func on_update_die2(rate):if status.is_on_floor:remove_buff("die2")
func on_end_die2(rate):effect.cast_corpse();Global.character_mgr.destroy_character(status.id)
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func on_start_stagger(rate):status.is_stagger = true
func on_end_stagger(rate):status.is_stagger = false
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func on_end_shield_recover_cd(rate):add_buff("shield_recover",-1)
func on_update_shield_recover(rate):
var shield_add = get_process_delta_time() * status.cfg.shield.recover_speed
shield_add = min(status.shield_max - status.shield,shield_add)
if shield_add == status.shield_max - status.shield:
remove_buff("shield_recover")
character.set_status("shield",status.shield+shield_add)
func on_end_stun_recover_break_cd(rate):add_buff("stun_recover_break",-1)
func on_update_stun_recover_break(rate):
var stun_sub = get_process_delta_time() * status.cfg.stun.recover_break_speed
stun_sub = min(status.stun,stun_sub)
character.set_status("stun",status.stun-stun_sub)
if status.stun == 0:
remove_buff("stun_recover_break")
character.set_status("is_stun",false)
func on_end_stun_recover_cd(rate):add_buff("stun_recover",-1)
func on_update_stun_recover(rate):
var stun_sub = get_process_delta_time() * status.cfg.stun.recover_speed
stun_sub = min(status.stun,stun_sub)
character.set_status("stun",status.stun-stun_sub)
if status.stun == 0:
remove_buff("stun_recover")
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#表现
func on_second_pause(rate):status.is_pause = true
func on_end_pause(rate):status.is_pause = false
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func on_start_flash_white(rate):status.flash_white_rate = 1
func on_update_flash_white(rate):status.flash_white_rate = 1 - rate
func on_end_flash_white(rate):status.flash_white_rate = 0
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func on_update_shake_x(rate):status.shake_offset = Vector3((sin(rate * PI * 4) - 0.5)*0.02,0,0);
func on_end_shake_x(rate):status.shake_offset = Vector3.ZERO
func on_start_deformation(rate):
status.deformation_dir=Vector2(status.hit_back_speed,status.hit_up_speed)
status.deformation_rate = 1;
func on_update_deformation(rate):status.deformation_rate = 1 - rate
func on_end_deformation(rate):status.deformation_rate = 0