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228 lines
6.2 KiB
GDScript
228 lines
6.2 KiB
GDScript
extends Node3D
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class_name Buff
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@onready var character: Character = (get_owner() as Character)
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@onready var status: Status = (%Status as Status)
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@onready var effect: Effect = (%Effect as Effect)
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@onready var battle: Battle = (%Battle as Battle)
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class BuffInfo:
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var name: String
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var duration_max: float
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var duration: float
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var ignore_pause: bool
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var buff_map: Dictionary = {} #buff信息
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func _process(delta):
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for buff_name in buff_map:
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var buff_info = buff_map[buff_name]
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if has_buff("pause") and buff_name!="pause" and !buff_info.ignore_pause:
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continue
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if buff_info.duration_max == -1:
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trigger_buff_effect(buff_info, "update")
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else:
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if buff_info.duration == 0:
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trigger_buff_effect(buff_info, "second")
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buff_info.duration += delta
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if buff_info.duration >= buff_info.duration_max:
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buff_info.duration = buff_info.duration_max
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trigger_buff_effect(buff_info, "update")
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remove_buff(buff_name)
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else:
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trigger_buff_effect(buff_info, "update")
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func trigger_buff_effect(buff: BuffInfo, trigger_name: String):
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var buff_name: String = buff.name
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var function_name: String = "on_%s_%s" % [trigger_name, buff_name]
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if has_method(function_name):
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var rate: float = buff.duration/buff.duration_max
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call(function_name, rate)
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func has_buff(buff_name: String) -> bool:
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return buff_name in buff_map
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func add_buff(buff_name: String, duration: float, ignore_pause: bool = false):
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var buff: BuffInfo
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if buff_name in buff_map:
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buff = buff_map[buff_name]
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else:
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buff = BuffInfo.new()
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buff.name = buff_name
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buff_map[buff_name] = buff
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buff.duration_max = duration
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buff.duration = 0
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buff.ignore_pause = ignore_pause
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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:
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var buff = buff_map[buff_name]
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trigger_buff_effect(buff, "end")
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buff_map.erase(buff_name)
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#==具体实现==
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#位移
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func on_end_hit_back(rate)->void: status.hit_back_speed = 0
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func on_end_hit_up(rate)->void: status.hit_up_speed = 0
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func on_start_jumping(rate)->void: status.is_jumping = true
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func on_end_jumping(rate)->void: status.is_jumping = false
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func on_start_rising(rate)->void: status.is_rising = true
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func on_end_rising(rate)->void: status.is_rising = false
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func on_start_floating(rate)->void:
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status.is_floating = true
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add_buff("rising", 0.1)
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func on_update_floating(rate) -> void:
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if not status.is_on_floor or status.is_rising:
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return
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remove_buff("floating")
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add_buff("stagger", 3)
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func on_end_floating(rate)->void: status.is_floating = false
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#战斗状态
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func on_start_die(rate)->void:
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status.is_dead = true
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SignalManager.character_die.emit(status.id)
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func on_end_die(rate)->void: add_buff("die2", -1)
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func on_update_die2(rate)->void: if status.is_on_floor and not status.is_rising: remove_buff("die2")
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func on_end_die2(rate)->void:
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effect.cast_corpse()
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Global.character_mgr.destroy_character(status.id)
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func on_start_stagger(rate)->void:
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status.is_stagger = true
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status.set_skill_break_level_add(-1)
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func on_end_stagger(rate)->void:
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status.is_stagger = false
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status.set_skill_break_level_add(0)
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func on_end_shield_recover_cd(rate)->void: add_buff("shield_recover", -1)
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func on_update_shield_recover(rate)->void:
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var shield_add: float = get_process_delta_time() * status.cfg.shield.recover_speed
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shield_add = min(status.shield_max - status.shield, shield_add)
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if shield_add == status.shield_max - status.shield:
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remove_buff("shield_recover")
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character.set_shield( status.shield+shield_add)
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func on_end_mp_recover_cd(rate)->void: add_buff("mp_recover", -1)
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func on_update_mp_recover(rate)->void:
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var mp_add: float = get_process_delta_time() * status.cfg.mp.recover_speed
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character.add_mp_sub(mp_add, false)
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func on_update_charging(rate)->void:
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var mp_add: float = get_process_delta_time() * status.cfg.mp.charging_speed
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character.add_mp_sub(mp_add, true)
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func on_end_stun_recover_break_cd(rate)->void: add_buff("stun_recover_break", -1)
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func on_update_stun_recover_break(rate)->void:
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var stun_sub: float = get_process_delta_time() * status.cfg.stun.recover_break_speed
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stun_sub = min(status.stun, stun_sub)
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character.set_status("stun", status.stun-stun_sub)
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if status.stun == 0:
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remove_buff("stun_recover_break")
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character.set_status("is_stun", false)
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func on_end_stun_recover_cd(rate)->void: add_buff("stun_recover", -1)
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func on_update_stun_recover(rate)->void:
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var stun_sub: float = get_process_delta_time() * status.cfg.stun.recover_speed
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stun_sub = min(status.stun, stun_sub)
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character.set_status("stun", status.stun-stun_sub)
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if status.stun == 0:
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remove_buff("stun_recover")
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func on_update_weapon_index_change(rate)->void: character.set_status("weapon_index_change_rate", rate)
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func on_end_weapon_index_change(rate)->void:
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var weapon_index: int = status.weapon_index + status.weapon_index_change_dir
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var weapon_len: int = len(status.weapon_list)
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weapon_index = (weapon_index % weapon_len + weapon_len) % weapon_len
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character.set_status("weapon_index", weapon_index)
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character.set_status("weapon_index_change_dir", 0)
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#表现
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func on_start_freeze(rate)->void: status.is_pause = true
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func on_end_freeze(rate)->void: status.is_pause = false
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func on_second_pause(rate)->void: status.is_pause = true
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func on_end_pause(rate)->void: status.is_pause = false
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func on_start_flash_white(rate)->void: status.flash_white_rate = 1
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func on_update_flash_white(rate)->void: status.flash_white_rate = 1 - rate
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func on_end_flash_white(rate)->void: status.flash_white_rate = 0
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func on_update_shake_x(rate)->void:
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var shake_rate: float = 0.5 * status.pause_time
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status.shake_offset = Vector3((sin(rate * PI * 5) - 0.5)*shake_rate, 0, 0);
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func on_end_shake_x(rate)->void: status.shake_offset = Vector3.ZERO
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func on_start_deformation(rate)->void: status.deformation_rate = 1;
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func on_update_deformation(rate)->void: status.deformation_rate = 1 - rate
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func on_end_deformation(rate)->void: status.deformation_rate = 0
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