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125 lines
4.2 KiB
GDScript
125 lines
4.2 KiB
GDScript
extends Node3D
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class_name Buff
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@onready var character = (get_owner() as Character)
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@onready var status = (%Status as Status)
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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 = {} #命中信息
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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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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 = buff.name
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var function_name = "on_%s_%s" % [trigger_name,buff_name]
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if has_method(function_name):
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var rate = 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==is_rising
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#位移
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func on_end_hit_back(rate):status.hit_back_speed = 0
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func on_end_hit_up(rate):status.hit_up_speed = 0
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func on_start_jumping(rate):status.is_jumping = true
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func on_end_jumping(rate):status.is_jumping = false
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func on_start_rising(rate):status.is_rising = true
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func on_end_rising(rate):status.is_rising = false
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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:
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return
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if has_buff("hit_down"):
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character.add_attack(character.id(),status.move_dir,ResourceManager.cfg_attack_rebound)
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remove_buff("hit_down")
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else:
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remove_buff("floating")
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add_buff("stagger",3)
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func on_end_floating(rate):status.is_floating = false
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#战斗状态
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func on_start_stagger(rate):status.is_stagger = true
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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)
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func on_update_shield_recover(rate):
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var shield_add = 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_status("shield",status.shield+shield_add)
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func on_end_stun_recover_break_cd(rate):add_buff("stun_recover_break",-1)
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func on_update_stun_recover_break(rate):
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var stun_sub = 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):add_buff("stun_recover",-1)
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func on_update_stun_recover(rate):
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var stun_sub = 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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#表现
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func on_second_pause(rate):status.is_pause = true
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func on_end_pause(rate):status.is_pause = false
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func on_start_flash_white(rate):status.flash_white_rate = 1
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func on_update_flash_white(rate):status.flash_white_rate = 1 - rate
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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);
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func on_end_shake_x(rate):status.shake_offset = Vector3.ZERO
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func on_start_deformation(rate):
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status.deformation_dir=Vector2(status.hit_back_speed,status.hit_up_speed)
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status.deformation_rate = 1;
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func on_update_deformation(rate):status.deformation_rate = 1 - rate
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func on_end_deformation(rate):status.deformation_rate = 0
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