extends Node3D class_name Buff @onready var character = (get_owner() as Character) @onready var status = (%Status as Status) class BuffInfo: var name : String var duration_max : float var duration : float var buff_map = {} #命中信息 func _process(delta): for buff_name in buff_map: var buff_info = buff_map[buff_name] if has_buff("pause") and buff_name!="pause": continue if buff_info.duration == -1: trigger_buff_effect(buff_info,"update") else: buff_info.duration += delta if buff_info.duration >= buff_info.duration_max: trigger_buff_effect(buff_info,"end") buff_map.erase(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 func add_buff(buff_name:String,duration:float): 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 trigger_buff_effect(buff,"start") #==具体实现== 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_stagger(rate):status.is_stagger = true func on_end_stagger(rate):status.is_stagger = false func on_end_stun(rate):status.is_stun = false func on_start_jumping(rate):status.is_jumping = true func on_end_jumping(rate):status.is_jumping = false func on_update_shake_x(rate): var offset = sin(rate * PI * 4) - 0.5 status.shake_offset = Vector3(offset*0.02,0,0); func on_end_shake_x(rate):status.shake_offset = Vector3.ZERO func on_start_pause(rate):status.is_pause = true func on_end_pause(rate):status.is_pause = false