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GDScript

extends Node3D
class_name Battle
@onready var character = (get_owner() as Character)
@onready var status = (%Status as Status)
class HitInfo:
var from : int
var to : int
var dir : Vector2
var attack : AttackCfg
var hit_info_list = [] #命中信息
func attack():
if !status.skill_cfg:
return
var attack_list = status.skill_cfg.attack_list
if !attack_list:
print("未配置技能攻击",status.skill_cfg)
return
var attack_index = status.skill_attack_index
if attack_index >= len(attack_list):
attack_index = len(attack_list) - 1
var attack = attack_list[attack_index] as AttackCfg
var enemy_list = Global.character_mgr.get_enemy_list(character.id())
var pos = character.pos()
var attack_dir = status.skill_dir.normalized()
var attack_height = attack.height
var attack_size = attack.size
var attack_radius = attack.radius
var offset_xz = attack_dir * attack.offset.x
pos += Vector3(offset_xz.x,attack.offset.y,offset_xz.y)
for enemy in enemy_list:
var target_pos = enemy.pos()
var target_radius = enemy.radius()
var target_height = enemy.height()
if Util.attack_detection(pos,target_pos,target_radius,target_height,attack_dir,attack_height,attack_size,attack_radius):
var hit_info = HitInfo.new()
hit_info.from = character.id()
hit_info.to = enemy.id()
hit_info.dir = attack_dir
hit_info.attack = attack
hit_info_list.append(hit_info)
func add_attack(from:int,dir:Vector2,attack:AttackCfg):
var hit_info = HitInfo.new()
hit_info.from = from
hit_info.to = character.id()
hit_info.dir = dir
hit_info.attack = attack
hit_info_list.append(hit_info)
func _process(delta):
for hit_info in hit_info_list:
settle(hit_info)
hit_info_list.clear()
func settle(hit_info:HitInfo):
var character_from = Global.character_mgr.get_character(hit_info.from) as Character
var character_to = Global.character_mgr.get_character(hit_info.to) as Character
if !character_from or !character_to:
return
var cfg_from = character_from.cfg()
var cfg_to = character_to.cfg()
var is_stun = character_to.get_status("is_stun")
var hp = character_to.get_status("hp")
var shield = character_to.get_status("shield")
var has_shield = shield > 0
var attack = hit_info.attack
var is_floating = attack.is_floating or not character_to.get_status("is_on_floor")
var is_hit_down = attack.is_hit_down
var is_rebound = attack.is_rebound
var is_break_shield = false
var is_break_stun = false
var is_block = false
var is_kill = false
var is_break_skill = false
#造成伤害
var damage = attack.damage_rate * cfg_from.attack
if has_shield:
damage = min(shield,damage)
character_to.set_status("shield",shield-damage)
is_break_shield = damage == shield
if is_break_shield:
character_to.remove_buff("shield_recover_cd")
character_to.remove_buff("shield_recover")
has_shield = false
else:
character_to.remove_buff("shield_recover")
character_to.add_buff("shield_recover_cd",cfg_to.shield.recover_cd)
else:
damage = min(hp,damage)
character_to.set_status("hp",hp-damage)
is_kill = damage == hp
if is_kill:
character_to.add_buff("die",1)
#眩晕值累加
if not is_stun:
var stun_damage = attack.stun_attack
var stun = character_to.get_status("stun")
var stun_max = character_to.get_status("stun_max")
stun_damage = min(stun_max-stun,stun_damage)
character_to.set_status("stun",stun+stun_damage)
is_break_stun = stun_damage == stun_max-stun
if is_break_stun:
is_stun = true
character_to.set_status("is_stun",true)
character_to.remove_buff("stun_recover_cd")
character_to.remove_buff("stun_recover")
character_to.add_buff("stun_recover_break_cd",cfg_to.stun.recover_break_cd)
else:
character_to.remove_buff("stun_recover")
character_to.add_buff("stun_recover_cd",cfg_to.stun.recover_cd)
#mp累加
character_from.add_mp(damage * cfg_from.mp.add_rate_attack)
character_from.remove_buff("mp_recover")
character_from.add_buff("mp_recover_cd",status.cfg.mp.recover_cd)
character_to.add_mp(damage * cfg_to.mp.add_rate_hit)
character_to.remove_buff("mp_recover")
character_to.add_buff("mp_recover_cd",status.cfg.mp.recover_cd)
#硬直等级
var break_level_def = cfg_to.shield.break_level_on if has_shield else cfg_to.shield.break_level_off
var break_level_sub = clampi(attack.break_level - break_level_def,0,3)
is_break_skill = break_level_sub > 0
if is_break_skill:
#取消技能
if character_to.get_status("is_skill_running"):
character_to.cancel_skill()
#停止移动
character_to.move_stop()
#受击动画
var trigger_hit = ""
if is_rebound: trigger_hit="rebound"
elif is_floating: trigger_hit = "air_hit_down" if is_hit_down else "air_hit_up"
elif is_stun: trigger_hit="stun_hit"
elif break_level_sub == 3: trigger_hit="lhit"
elif break_level_sub == 2: trigger_hit="mhit"
elif break_level_sub == 1: trigger_hit="hit"
character_to.set_view_trigger(trigger_hit)
#浮空 击落 强制位移
var hit_up_speed = attack.hit_up_speed
if is_floating:
character_to.add_buff("stagger",-1)
character_to.add_buff("floating",-1)
if hit_info.dir.x!=0:
character_to.set_status("is_right",hit_info.dir.x<0)
else:
character_to.add_buff("stagger",1)
hit_up_speed = 0
if is_hit_down:
character_to.add_buff("hit_down",-1)
character_to.set_hit_move(hit_info.dir,attack.hit_back_speed,hit_up_speed)
character_to.add_buff("hit_back",attack.hit_back_duration)
character_to.add_buff("hit_up",attack.hit_up_duration)
#抖动
character_to.add_buff("shake_x",0.2,true)
#闪白
character_to.add_buff("flash_white",0.1)
#形变
character_to.add_buff("deformation",0.1)
#卡帧
character_from.add_buff("pause",attack.pause_time)
character_to.add_buff("pause",attack.pause_time)
#伤害跳字
character_to.show_hit_damage(damage)
#状态跳字
if is_break_shield:character_to.show_hit_text("Break")
elif is_break_stun:character_to.show_hit_text("Stun")
elif not is_break_skill:character_to.show_hit_text("Block")
func add_mp(value:float):
var mp = character.get_status("mp")
var mp_max = character.get_status("mp_max")
var mp_sub = character.get_status("mp_sub")
var mp_sub_max = character.get_status("mp_sub_max")
value = min(mp_sub_max-mp_sub,value)
if value == mp_sub_max-mp_sub:
var mp_add = min(mp_max-mp,1)
if mp_add > 0:
character.set_status("mp",mp+mp_add)
character.set_status("mp_sub",0)
else:
character.remove_buff("mp_recover_cd")
character.remove_buff("mp_recover")
else:
character.set_status("mp_sub",mp_sub+value)