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GDScript

extends Node3D
class_name Buff
@onready var character: Character = (get_owner() as Character)
@onready var status: Status = (%Status as Status)
@onready var effect: Effect = (%Effect as Effect)
@onready var battle: Battle = (%Battle as Battle)
class BuffInfo:
var name: String
var duration_max: float
var duration: float
var ignore_pause: bool
var buff_map: Dictionary = {} # buff信息
var buff_tick_frame_max = 1
var buff_tick_frame = 0
var delta_cache: float = 0
func _ready():
buff_tick_frame_max = 1
func _process(delta):
delta_cache += delta
buff_tick_frame += 1
if buff_tick_frame < buff_tick_frame_max:
return
tick(delta_cache)
buff_tick_frame = 0
buff_tick_frame = 0
func tick(delta) -> void:
for buff_name in buff_map:
var buff_info = buff_map[buff_name]
if has_buff("pause") and buff_name != "pause" and !buff_info.ignore_pause:
continue
if buff_info.duration_max == -1:
trigger_buff_effect(buff_info, "update")
else:
if buff_info.duration == 0:
trigger_buff_effect(buff_info, "second")
buff_info.duration += delta
if buff_info.duration >= buff_info.duration_max:
buff_info.duration = buff_info.duration_max
trigger_buff_effect(buff_info, "update")
remove_buff(buff_name)
else:
trigger_buff_effect(buff_info, "update")
func trigger_buff_effect(buff: BuffInfo, trigger_name: String):
var buff_name: String = buff.name
var function_name: String = "on_%s_%s" % [trigger_name, buff_name]
if has_method(function_name):
var rate: float = 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, ignore_pause: bool = false):
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
buff.ignore_pause = ignore_pause
trigger_buff_effect(buff, "start")
func remove_buff(buff_name: String):
if buff_name in buff_map:
var buff = buff_map[buff_name]
trigger_buff_effect(buff, "end")
buff_map.erase(buff_name)
#==具体实现==
#位移
func on_end_hit_back(_rate) -> void: status.set_status("hit_back_speed", 0)
func on_end_hit_up(_rate) -> void: status.set_status("hit_up_speed", 0)
func on_start_jumping(_rate) -> void: status.set_status("is_jumping", true)
func on_end_jumping(_rate) -> void: status.set_status("is_jumping", false)
func on_start_rising(_rate) -> void: status.set_status("is_rising", true)
func on_end_rising(_rate) -> void: status.set_status("is_rising", false)
func on_start_floating(_rate) -> void:
status.set_status("is_floating", true)
add_buff("rising", 0.1)
func on_update_floating(_rate) -> void:
if not status.is_on_floor or status.is_rising:
return
remove_buff("floating")
add_buff("stagger", 3)
func on_end_floating(_rate) -> void: status.set_status("is_floating", false)
#战斗状态
func on_start_die(_rate) -> void:
status.set_status("is_dead", true)
SignalManager.character_die.emit(status.id)
func on_end_die(_rate) -> void: add_buff("die2", -1)
func on_update_die2(_rate) -> void: if status.is_on_floor and not status.is_rising: remove_buff("die2")
func on_end_die2(_rate) -> void:
effect.cast_corpse()
Global.character_mgr.destroy_character(status.id)
func on_start_stagger(_rate) -> void:
status.set_status("is_stagger", true)
status.set_skill_break_level_add(-1)
func on_end_stagger(_rate) -> void:
status.set_status("is_stagger", false)
status.set_skill_break_level_add(0)
func on_end_shield_recover_cd(_rate) -> void: add_buff("shield_recover", -1)
func on_update_shield_recover(_rate) -> void:
var shield_add: float = get_process_delta_time() * status.cfg.shield.recover_speed
shield_add = min(status.shield_max - status.shield, shield_add)
if shield_add == status.shield_max - status.shield:
remove_buff("shield_recover")
character.set_shield(status.shield + shield_add)
func on_end_mp_recover_cd(_rate) -> void: add_buff("mp_recover", 0.1)
func on_update_mp_recover(_rate) -> void:
var mp_add: float = get_process_delta_time() * status.cfg.mp.recover_speed
character.add_mp_sub(mp_add, false)
func on_update_charging(_rate) -> void:
var mp_add: float = get_process_delta_time() * status.cfg.mp.charging_speed
character.add_mp_sub(mp_add, true)
func on_end_stun_recover_break_cd(_rate) -> void: add_buff("stun_recover_break", -1)
func on_update_stun_recover_break(_rate) -> void:
var stun_sub: float = get_process_delta_time() * status.cfg.stun.recover_break_speed
stun_sub = min(status.stun, stun_sub)
status.set_status("stun", status.stun - stun_sub)
if status.stun == 0:
remove_buff("stun_recover_break")
status.set_status("is_stun", false)
func on_end_stun_recover_cd(_rate) -> void: add_buff("stun_recover", -1)
func on_update_stun_recover(_rate) -> void:
var stun_sub: float = get_process_delta_time() * status.cfg.stun.recover_speed
stun_sub = min(status.stun, stun_sub)
status.set_status("stun", status.stun - stun_sub)
if status.stun == 0:
remove_buff("stun_recover")
func on_update_weapon_index_change(rate) -> void: status.set_status("weapon_index_change_rate", rate)
func on_end_weapon_index_change(_rate) -> void:
var weapon_index: int = status.weapon_index + status.weapon_index_change_dir
var weapon_len: int = len(status.weapon_list)
weapon_index = (weapon_index % weapon_len + weapon_len) % weapon_len
status.set_status("weapon_index", weapon_index)
status.set_status("weapon_index_change_dir", 0)
#表现
func on_start_freeze(_rate) -> void: status.set_status("is_pause", true)
func on_end_freeze(_rate) -> void: status.set_status("is_pause", false)
func on_second_pause(_rate) -> void: status.set_status("is_pause", true)
func on_end_pause(_rate) -> void: status.set_status("is_pause", false)
func on_start_flash_white(_rate) -> void: status.set_status("flash_white_rate", 1)
func on_update_flash_white(rate) -> void: status.set_status("flash_white_rate", 1 - rate)
func on_end_flash_white(_rate) -> void: status.set_status("flash_white_rate", 0)
func on_update_shake_x(rate) -> void:
var shake_rate: float = 0.5 * status.pause_time
status.set_status("shake_offset", Vector3((sin(rate * PI * 6) - 0.5) * shake_rate, 0, 0))
func on_end_shake_x(_rate) -> void: status.set_status("shake_offset", Vector3.ZERO)
func on_start_deformation(_rate) -> void: status.set_status("deformation_rate", 1)
func on_update_deformation(rate) -> void: status.set_status("deformation_rate", 1 - rate)
func on_end_deformation(_rate) -> void: status.set_status("deformation_rate", 0)