You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

271 lines
6.6 KiB
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 delta_cache_max = 0.05
var delta_cache: float = 0
func _process(delta):
tick(delta)
delta_cache += delta
if delta_cache < delta_cache_max:
return
tick_update(delta_cache)
delta_cache = 0
func tick(delta) -> void:
for buff_name in buff_map:
var buff_info = buff_map[buff_name]
if buff_info.duration_max == -1:
continue
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_update(buff_info, delta)
remove_buff(buff_name)
func tick_update(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
trigger_buff_effect_update(buff_info, delta)
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):
call(function_name)
func trigger_buff_effect_update(buff: BuffInfo, delta: float):
var buff_name: String = buff.name
var function_name: String = "on_update_%s" % [buff_name]
if has_method(function_name):
var rate: float = 0
if buff.duration_max > 0:
rate = buff.duration / buff.duration_max
call(function_name, delta, 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() -> void:
status.set_status("hit_back_speed", 0)
func on_end_hit_up() -> void:
status.set_status("hit_up_speed", 0)
func on_start_jumping() -> void:
status.set_status("is_jumping", true)
func on_end_jumping() -> void:
status.set_status("is_jumping", false)
func on_start_rising() -> void:
status.set_status("is_rising", true)
func on_end_rising() -> void:
status.set_status("is_rising", false)
func on_start_floating() -> void:
status.set_status("is_floating", true)
add_buff("rising", 0.1)
func on_update_floating(_delta, _rate) -> void:
if not status.is_on_floor or status.is_rising:
return
remove_buff("floating")
add_buff("stagger", 3)
func on_end_floating() -> void:
status.set_status("is_floating", false)
#战斗状态
func on_start_die() -> void:
status.set_status("is_dead", true)
SignalManager.character_die.emit(status.id)
func on_end_die() -> void:
add_buff("die2", -1)
func on_update_die2(_delta, _rate) -> void:
if status.is_on_floor and not status.is_rising: remove_buff("die2")
func on_end_die2() -> void:
effect.cast_corpse()
Global.character_mgr.destroy_character(status.id)
func on_start_stagger() -> void:
status.set_status("is_stagger", true)
status.set_skill_break_level_add(-1)
func on_end_stagger() -> void:
status.set_status("is_stagger", false)
status.set_skill_break_level_add(0)
func on_end_shield_recover_cd() -> void:
add_buff("shield_recover", -1)
func on_update_shield_recover(delta, _rate) -> void:
var shield_add: float = delta * 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() -> void:
add_buff("mp_recover", 0.1)
func on_update_mp_recover(delta, _rate) -> void:
var mp_add: float = delta * status.cfg.mp.recover_speed
character.add_mp_sub(mp_add, false)
func on_update_charging(delta, _rate) -> void:
var mp_add: float = delta * status.cfg.mp.charging_speed
character.add_mp_sub(mp_add, true)
func on_end_stun_recover_break_cd() -> void:
add_buff("stun_recover_break", -1)
func on_update_stun_recover_break(delta, _rate) -> void:
var stun_sub: float = delta * 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() -> void:
add_buff("stun_recover", -1)
func on_update_stun_recover(delta, _rate) -> void:
var stun_sub: float = delta * 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(_delta, rate) -> void:
status.set_status("weapon_index_change", rate)
func on_end_weapon_index_change() -> 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() -> void:
status.set_status("is_pause", true)
func on_end_freeze() -> void:
status.set_status("is_pause", false)
func on_second_pause() -> void:
status.set_status("is_pause", true)
func on_end_pause() -> void:
status.set_status("is_pause", false)
func on_start_flash_white() -> void:
status.set_status("flash_white", 1)
func on_update_flash_white(_delta, rate) -> void:
status.set_status("flash_white", 1 - rate)
func on_end_flash_white() -> void:
status.set_status("flash_white", 0)
func on_update_shake_x(_delta, rate) -> void:
var shake: float = 0.5 * status.pause_time
status.set_status("shake_offset", Vector3((sin(rate * PI * 6) - 0.5) * shake, 0, 0))
func on_end_shake_x() -> void:
status.set_status("shake_offset", Vector3.ZERO)
func on_start_deformation() -> void:
status.set_status("deformation", 1)
func on_update_deformation(_delta, rate) -> void:
status.set_status("deformation", 1 - rate)
func on_end_deformation() -> void:
status.set_status("deformation", 0)