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			378 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			GDScript
		
	
			
		
		
	
	
			378 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			GDScript
		
	
| extends Node3D
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| class_name Battle
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| 
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| @export var hit_back_limit_curve: Curve
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| 
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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 skill: Skill = (%Skill as Skill)
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| @onready var move: Move = (%Move as Move)
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| 
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| 
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| class HitResult:
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|     var is_hit: bool
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|     var is_break: bool
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| 
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| 
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| func attack1() -> void:
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|     if not status.skill_cfg:
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|         return
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|     var attack: AttackCfg        = status.skill_cfg.get_attack1()
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|     var attack_box: AttackBoxCfg = status.skill_cfg.get_attack1_box()
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|     _attack(attack, attack_box)
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| 
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| 
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| func attack2() -> void:
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|     if not status.skill_cfg:
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|         return
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|     var attack: AttackCfg        = status.skill_cfg.get_attack2()
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|     var attack_box: AttackBoxCfg = status.skill_cfg.get_attack2_box()
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|     _attack(attack, attack_box)
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| 
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| 
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| func character_attack1() -> bool:
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|     var attack: AttackCfg        = status.cfg.get_attack1()
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|     var attack_box: AttackBoxCfg = status.cfg.get_attack1_box()
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|     return _attack(attack, attack_box)
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| 
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| 
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| func character_attack2() -> bool:
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|     var attack: AttackCfg        = status.cfg.get_attack2()
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|     var attack_box: AttackBoxCfg = status.cfg.get_attack2_box()
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|     return _attack(attack, attack_box)
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| 
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| 
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| func _attack(attack: AttackCfg, attack_box: AttackBoxCfg) -> bool:
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|     if not attack or not attack_box:
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|         return false
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| 
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|     var pos: Vector3        = character.pos()
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|     var attack_dir: Vector2 = status.skill_dir.normalized()
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|     var result: Array[Character]
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|     if attack_box.is_throw:
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|         var target: Character = Global.character_mgr.get_character(status.throw_target)
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|         if target:
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|             result = [target]
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|     else:
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|         var offset_xz: Vector2 = attack_dir * attack_box.offset.x
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|         var offset_y: float    = attack_box.offset.y
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|         var offset: Vector3    = Vector3(offset_xz.x, offset_y, offset_xz.y)
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|         var shape: Shape3D     = attack_box.shape
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|         _debug_draw_attack_box(shape, offset)
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|         result = Util.raycast_character(shape, pos+offset, attack_dir)
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|     var is_hit: bool = false
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|     for target: Character in result:
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|         if target == null:
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|             is_hit = true
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|             continue
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|         if target.team() == character.team():
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|             continue
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|         var hit_result: HitResult = add_attack(character.id(), target.id(), attack_dir, attack)
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|         on_attack_hit(hit_result)
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|         is_hit = true
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|     if !is_hit and !attack.is_force_pause:
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|         skill.on_attack_miss()
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|     return is_hit
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| 
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| 
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| func _debug_draw_attack_box(shape: Shape3D, offset: Vector3) -> void:
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|     if not get_tree().debug_collisions_hint:
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|         return
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|     if shape is BoxShape3D:
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|         var scale: Vector3 = shape.size
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|         character.cast_particle(ResourceManager.particle_debug_box, false, offset, scale)
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|     elif shape is CylinderShape3D:
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|         var scale: Vector3 = Vector3(shape.radius, shape.height, shape.radius)
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|         character.cast_particle(ResourceManager.particle_debug_cylinder, false, offset, scale)
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|     return
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| 
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| 
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| func add_attack(from: int, to: int, dir: Vector2, attack: AttackCfg) -> HitResult:
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|     var hit_result: HitResult = HitResult.new()
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| 
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|     var character_from: Character = Global.character_mgr.get_character(from) as Character
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|     var character_to: Character   = Global.character_mgr.get_character(to) as Character
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|     if !character_from or !character_to:
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|         return hit_result
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| 
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|     var cfg_from: CharacterCfg = character_from.cfg()
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|     var cfg_to: CharacterCfg   = character_to.cfg()
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| 
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|     var is_stun    = character_to.get_status("is_stun")
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|     var hp         = character_to.get_status("hp")
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|     var shield     = character_to.get_status("shield")
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|     var has_shield = shield > 0
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| 
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|     var is_floating: bool = attack.is_floating or not character_to.get_status("is_on_floor")
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|     var is_hit_down: bool = attack.is_hit_down and not character_to.get_status("is_on_floor")
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|     var is_rebound: bool  = attack.is_rebound
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| 
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|     var is_break_shield: bool     = false
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|     var is_break_stun: bool       = false
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|     var is_block: bool            = false
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|     var is_kill: bool             = false
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|     var is_break_skill: bool      = false
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|     var is_break_skill_real: bool = false
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|     var pause_time: float         = attack.pause_time
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|     var is_bullet: bool           = int(character_from.cfg().type) == Enum.ECharacterType.Bullet
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| 
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|     #基本伤害
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|     var damage: float = attack.damage_rate * cfg_from.attack
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| 
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|     #硬直等级
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|     var break_level_def: int = cfg_to.shield.break_level_on if has_shield else cfg_to.shield.break_level_off
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|     break_level_def += character_to.get_status("skill_break_level_add")
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|     var break_level_sub: int = clampi(attack.break_level - break_level_def, 0, 3)
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|     is_break_skill_real = break_level_sub > 0
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|     is_break_skill = is_break_skill_real or not character_to.get_status("is_on_floor")
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|     if break_level_sub < 0:
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|         damage = 0
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|         pause_time *= 2
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|     elif break_level_sub == 0:
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|         damage *= 0.5
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|         pause_time *= 1.5
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| 
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|     is_floating = is_break_skill and is_floating
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|     is_hit_down = is_break_skill and is_hit_down
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| 
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|     #造成伤害
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|     if has_shield:
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|         damage = min(shield, damage)
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|         character_to.set_shield(shield-damage)
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|         is_break_shield = damage == shield
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|         if is_break_shield:
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|             character_to.remove_buff("shield_recover_cd")
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|             character_to.remove_buff("shield_recover")
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|             has_shield = false
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|         else:
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|             character_to.remove_buff("shield_recover")
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|             character_to.add_buff("shield_recover_cd", cfg_to.shield.recover_cd)
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|     else:
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|         damage = min(hp, damage)
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|         character_to.set_status("hp", hp-damage)
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|         is_kill = damage == hp
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|         if is_kill:
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|             character_to.add_buff("die", 1)
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| 
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|     #眩晕值累加
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|     if not is_stun:
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|         var stun_damage: float = attack.stun_attack
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|         var stun               = character_to.get_status("stun")
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|         var stun_max           = character_to.get_status("stun_max")
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|         stun_damage = min(stun_max-stun, stun_damage)
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|         character_to.set_status("stun", stun+stun_damage)
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|         is_break_stun = stun_damage == stun_max-stun
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|         if is_break_stun:
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|             is_stun = true
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|             character_to.set_status("is_stun", true)
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|             character_to.remove_buff("stun_recover_cd")
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|             character_to.remove_buff("stun_recover")
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|             character_to.add_buff("stun_recover_break_cd", cfg_to.stun.recover_break_cd)
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|         else:
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|             character_to.remove_buff("stun_recover")
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|             character_to.add_buff("stun_recover_cd", cfg_to.stun.recover_cd)
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| 
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|     #mp累加
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|     if not is_bullet:
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|         character_from.add_mp_sub(damage * cfg_from.mp.add_rate_attack, true)
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|     character_to.add_mp_sub(damage * cfg_to.mp.add_rate_hit, true)
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| 
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|     #投技检测
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|     if is_break_skill and attack.is_throw_check and not character_to.get_status("is_be_throw") and status.throw_target == 0:
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|         character_to.set_status("is_be_throw", true)
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|         status.throw_target = character_to.id()
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| 
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|     #投技结束
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|     if attack.is_throw_end:
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|         character_to.set_status("is_be_throw", false)
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|         status.throw_target = 0
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| 
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|     if is_break_skill:
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|         #取消技能
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|         if character_to.get_status("is_skill_running"):
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|             character_to.cancel_skill()
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| 
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|         #停止移动
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|         character_to.move_stop()
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| 
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|         #受击动画
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|         var trigger_hit: String = ""
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|         if is_rebound: trigger_hit="rebound"
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|         elif is_floating: trigger_hit = "air_hit_down" if is_hit_down else "air_hit_up"
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|         elif is_stun: trigger_hit="stun_hit"
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|         elif break_level_sub == 3: trigger_hit="lhit"
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|         elif break_level_sub == 2: trigger_hit="mhit"
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|         elif break_level_sub == 1: trigger_hit="hit"
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|         character_to.set_view_trigger(trigger_hit)
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| 
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|         #浮空 击落 强制位移
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|         var hit_up_speed: float   = attack.hit_up_speed
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|         var hit_back_speed: float = attack.hit_back_speed
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|         if is_floating:
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|             character_to.add_buff("stagger", -1)
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|             character_to.add_buff("floating", -1)
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|             if dir.x!=0:
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|                 character_to.set_status("is_right", dir.x<0)
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|         else:
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|             character_to.add_buff("stagger", 1)
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|             hit_up_speed = 0
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|             if hit_back_limit_curve:
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|                 var character_dir: Vector2 = character_from.pos2D() - character_to.pos2D()
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|                 var dist                   = clamp(character_dir.length(), 0, 1)
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|                 hit_back_speed = max(hit_back_limit_curve.sample(dist), hit_back_speed)
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|         if is_hit_down:
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|             character_to.add_buff("hit_down", -1)
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|         elif not is_break_skill_real:
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|             hit_up_speed *= 0.75
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| 
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|         character_to.set_hit_move(dir, hit_back_speed, hit_up_speed)
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|         character_to.add_buff("hit_back", attack.hit_back_duration)
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|         character_to.add_buff("hit_up", attack.hit_up_duration)
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| 
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|     #停止自身位移
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|     if attack.is_stop_self and not is_bullet:
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|         character_from.move_stop()
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|         character_from.set_status("skill_move_stop", true)
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| 
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|     #受击特效
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|     match attack.damage_type:
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|         Enum.EDamageType.Sharp: character_to.cast_particle(ResourceManager.particle_hit_sharp, false)
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|         Enum.EDamageType.Blunt: character_to.cast_particle(ResourceManager.particle_hit_blunt, false)
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|         Enum.EDamageType.Ground: character_to.cast_particle(ResourceManager.particle_hit_ground, false)
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|         _: pass
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| 
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|     #抖动
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|     character_to.add_buff("shake_x", 0.2, true)
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| 
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|     #闪白
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|     character_to.add_buff("flash_white", 0.1)
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| 
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|     #卡帧
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|     if not is_bullet:
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|         character_from.set_pause_time(pause_time)
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|     character_to.set_pause_time(pause_time)
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| 
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|     #全局特效
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|     if character_from.is_player() or character_to.is_player():
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|         Global.camera_mgr.effect(pause_time)
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| 
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|     #伤害跳字
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|     character_to.show_hit_damage(damage)
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| 
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|     #状态跳字
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|     if is_break_shield: character_to.show_hit_text("Break")
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|     elif is_break_stun: character_to.show_hit_text("Stun")
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|     elif not is_break_skill: character_to.show_hit_text("Block")
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| 
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|     hit_result.is_break = is_break_skill
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|     return hit_result
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| 
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| 
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| func add_mp_sub(value: float, from_battle: bool):
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|     var mp         = character.get_status("mp")
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|     var mp_max     = character.get_status("mp_max")
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|     var mp_sub     = character.get_status("mp_sub")
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|     var mp_sub_max = character.get_status("mp_sub_max")
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| 
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|     value = min(mp_sub_max-mp_sub, value)
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|     var mp_sub_full = value == mp_sub_max-mp_sub
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|     var mp_full     = mp == mp_max
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|     if mp_sub_full:
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|         #mp_sub已满
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|         if mp_full:
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|             #mp已满
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|             character.set_status("mp_sub", mp_sub_max)
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|             character.remove_buff("mp_recover_cd")
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|             character.remove_buff("mp_recover")
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|         else:
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|             #mp未满
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|             character.set_status("mp", mp+1)
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|             character.set_status("mp_sub", 0)
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|     else:
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|         character.set_status("mp_sub", max(mp_sub+value, 0))
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| 
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|     if from_battle:
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|         character.remove_buff("mp_recover")
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|         character.add_buff("mp_recover_cd", status.cfg.mp.recover_cd)
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| 
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| 
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| func cost_mp(value: int):
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|     var mp     = character.get_status("mp")
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|     var mp_max = character.get_status("mp_max")
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|     var mp_new = mp-value
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|     mp_new = min(mp_new, mp_max)
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|     mp_new = max(mp_new, 0)
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|     character.set_status("mp", mp_new)
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|     character.remove_buff("mp_recover")
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|     character.add_buff("mp_recover_cd", status.cfg.mp.recover_cd)
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| 
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| 
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| func check_ground(): skill.on_check_ground(0)
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| 
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| 
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| func check_ground1(): skill.on_check_ground(1)
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| 
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| 
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| func check_ground2(): skill.on_check_ground(2)
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| 
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| 
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| func check_charging1(): skill.on_check_charging(1)
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| 
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| 
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| func check_charging2(): skill.on_check_charging(2)
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| 
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| 
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| func check_charging3(): skill.on_check_charging(3)
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| 
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| 
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| func cast_sub_character(): skill.on_cast_sub_character()
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| 
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| 
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| func hold(): skill.on_hold()
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| 
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| 
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| func stop(): move.stop()
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| 
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| 
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| func change_dir() -> void:
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|     var cast_dir: Vector2 = status.move_dir
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|     var target: Character = Global.character_mgr.get_character(status.target)
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|     if target:
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|         cast_dir = target.pos2D() - character.pos2D()
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|     status.skill_dir = cast_dir
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|     status.is_right = cast_dir.x > 0
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| 
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| 
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| func on_attack_hit(hit_result: HitResult) -> void:
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|     if not status.skill_cfg:
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|         return
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|     var skill_name: String = status.skill_cfg.get_res_name()
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|     if hit_result.is_hit:
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|         on_attack_hit_trigger(skill_name, "hit")
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|     if hit_result.is_break:
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|         on_attack_hit_trigger(skill_name, "break")
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| 
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| 
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| func on_attack_hit_trigger(skill_name: String, trigger_name: String) -> void:
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|     var func_name: String = "on_%s_%s" % [skill_name, trigger_name]
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|     if has_method(func_name):
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|         call(func_name)
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| 
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| 
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| func on_skill_release_trigger(skill_name: String) -> void:
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|     var func_name: String = "on_%s_release" % skill_name
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|     if has_method(func_name):
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|         call(func_name)
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| 
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| 
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| func on_hero01_fist_skill01_break():
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|     var target: int = status.throw_target
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|     skill.cast_skill_by_name("hero01_fist_skill02", status.move_dir)
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|     status.throw_target = target
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| 
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| 
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| func on_hero01_fist_skill_charging_release():
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|     match status.charging_level:
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|         0: skill.cast_skill_by_name("hero01_fist_skill_charging01", status.move_dir)
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|         _: skill.cast_skill_by_name("hero01_fist_skill_charging02", status.move_dir)
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