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81 lines
2.5 KiB
GDScript
81 lines
2.5 KiB
GDScript
extends Node3D
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class_name Effect
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@onready var afterimage = preload("res://scene/effect/afterimage/normal.tscn")
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@onready var corpse = preload("res://scene/effect/afterimage/normal.tscn")
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@onready var readiness_hero = preload("res://scene/effect/decal/readiness_hero.tscn")
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@onready var readiness_monster = preload("res://scene/effect/decal/readiness_monster.tscn")
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@onready var character = (get_owner() as Character)
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@onready var view = (%View as View)
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@onready var status = (%Status as Status)
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var rediness : Decal
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var is_pause : bool
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var is_right : bool
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func init(type:Enum.ECharacterType,body_scale:Vector3):
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match type:
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Enum.ECharacterType.Player:rediness = readiness_hero.instantiate()
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Enum.ECharacterType.Monster:rediness = readiness_monster.instantiate()
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if rediness:
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rediness.scale = body_scale *1.5
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rediness.scale.y = 10
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rediness.position = Vector3.DOWN * 4
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add_child(rediness)
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func _process(delta):
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#指针方向
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if status.move_dir:
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var angle = status.move_dir.angle_to(Vector2.RIGHT)
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rediness.rotation.y = angle
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#flip
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if is_right != status.is_right:
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is_right = status.is_right
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for child in get_children():
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if child is Particle:
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child.scale.x = 1 if is_right else -1
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#pause
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if is_pause != status.is_pause:
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is_pause = status.is_pause
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for child in get_children():
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if child is Particle:
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var particle = child as Particle
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particle.set_pause(is_pause)
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func cast_image(res:Resource):
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var new_afterimage = afterimage.instantiate() as Afterimage
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new_afterimage.position = character.view_pos()
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new_afterimage.name = "afterimage"
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new_afterimage.velocity = character.velocity / 4
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view.clone(new_afterimage)
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SignalManager.effect_create.emit(new_afterimage)
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func cast_after_image():cast_image(afterimage)
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func cast_corpse():cast_image(corpse)
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func cast_attack_particle():
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if !status.skill_cfg:
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return
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var particle = status.skill_cfg.attack_particle as Resource
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if !particle:
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print("未配置技能攻击特效",status.skill_cfg)
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return
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var new_particle = particle.instantiate() as Particle
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new_particle.position = status.basic_offset
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new_particle.name = "attack_particle"
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var dir = status.skill_dir
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dir.x = abs(dir.x)
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var angle = dir.angle_to(Vector2.RIGHT)
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new_particle.rotation.y = angle
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new_particle.scale.x = 1 if is_right else -1
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add_child(new_particle)
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func release_effect():
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for child in get_children():
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if child is Particle:
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var particle = child as Particle
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particle.position = character.view_pos()
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remove_child(particle)
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SignalManager.effect_create.emit(particle)
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