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109 lines
3.6 KiB
GDScript

extends Node3D
class_name Effect
@onready var afterimage = preload("res://scene/effect/afterimage/normal.tscn")
@onready var corpse = preload("res://scene/effect/afterimage/normal.tscn")
@onready var readiness_hero = preload("res://scene/effect/readiness/readiness_hero.tscn")
@onready var readiness_monster = preload("res://scene/effect/readiness/readiness_monster.tscn")
@onready var readiness_bullet = preload("res://scene/effect/readiness/readiness_bullet.tscn")
@onready var character = (get_owner() as Character)
@onready var view = (%View as View)
@onready var status = (%Status as Status)
var rediness : Decal
var is_pause : bool
var is_right : bool
var temp_release_particle_list = []
func particle_list():
var ret = []
for child in get_children():
if child is Particle:
ret.append(child)
return ret
func init(type:Enum.ECharacterType ,body_scale:Vector3):
match type:
Enum.ECharacterType.Player:rediness = readiness_hero.instantiate()
Enum.ECharacterType.Monster:rediness = readiness_monster.instantiate()
Enum.ECharacterType.Bullet:rediness = readiness_bullet.instantiate()
if rediness:
rediness.scale = body_scale *2.2
rediness.scale.y = 10
rediness.position = Vector3.DOWN * 4
add_child(rediness)
func _process(delta):
#指针方向
if status.move_dir:
var angle = status.move_dir.angle_to(Vector2.RIGHT)
rediness.rotation.y = angle
#flip
if is_right != status.is_right:
is_right = status.is_right
for particle:Particle in particle_list():
particle.scale.x = 1 if is_right else -1
#pause
if is_pause != status.is_pause:
is_pause = status.is_pause
var ret = particle_list()
for particle:Particle in ret:
particle.set_pause(is_pause)
if !is_pause:
for particle:Particle in temp_release_particle_list:
_release_effect(particle)
temp_release_particle_list.clear()
func cast_image(res:Resource):
var new_afterimage = afterimage.instantiate() as Afterimage
new_afterimage.position = character.view_pos()
new_afterimage.name = "afterimage"
new_afterimage.velocity = character.velocity / 4
new_afterimage.target = view
SignalManager.effect_create.emit(new_afterimage)
func cast_after_image():cast_image(afterimage)
func cast_corpse():cast_image(corpse)
func cast_attack_particle():_cast_attack_particle(true)
func cast_attack_particle_release():_cast_attack_particle(false)
func cast_particle(resource:Resource ,is_attach:bool):_cast_particle(resource,is_attach)
func _cast_attack_particle(is_attach:bool):
if !status.skill_cfg:
return
var attack_particle = status.skill_cfg.get_attack_particle(status.skill_attack_effect_index)
status.skill_attack_effect_index += 1
if !attack_particle:
print("未配置技能攻击特效:",status.skill_cfg.resource_path)
return
_cast_particle(attack_particle,is_attach)
func _cast_particle(resource:Resource ,is_attach:bool):
if !resource:
print("未配置技能特效")
return
var new_particle = resource.instantiate() as Particle
new_particle.name = "particle"
var dir = status.skill_dir as Vector2
dir.x = abs(dir.x)
var angle = dir.angle_to(Vector2.RIGHT)
new_particle.rotation.y = angle if is_right else -angle
new_particle.scale.x = abs(new_particle.scale.x) * (1 if is_right else -1)
new_particle.position = status.basic_offset
add_child(new_particle)
if !is_attach:
temp_release_particle_list.append(new_particle)
func release_effect():
for particle:Particle in particle_list():
_release_effect(particle)
func _release_effect(particle:Particle):
particle.set_pause(false)
particle.position = character.view_pos()
remove_child(particle)
SignalManager.effect_create.emit(particle)