114 lines
3.1 KiB
GDScript
114 lines
3.1 KiB
GDScript
'''冲刺控制组件
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注:该组件只适用于继承自CharaterBody2D的角色。
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基础移动控制:
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外部调用移动:
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dash()
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full_recover_dash_count()
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recover_dash_count()
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内部调用:
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speed_approach() 此函数将当前速度趋近向目标速度
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'''
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class_name DashComponent extends ComponentBase
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##最大的冲刺次数
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@export var maxium_dash_count:int = 1
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##Dash时的速度
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@export var dash_speed: float = 240
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##结束Dash的速度
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@export var end_dash_speed: float = 160
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##Dash的冷却时间
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@export var dash_cold_down: float = .2
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##是否在组件ready时自动补充所有的Dash次数
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@export var auto_recover_dash_count_at_ready: bool = true
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var characterbody:CharacterBody2D
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var last_dash_count: int
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##此变量为总开关,如果关闭,则在物理更新里无论如何也是不会更新Dash的,这里默认为false,因为Dash需要手动触发,最好不要常开
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var can_dash: bool = false
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var _dash_timer: float #Dash计时器
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var _is_dashing: bool = false #标记Dash状态
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var _dash_direction: Vector2 #存储Dash的Direction
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##当Dash count 重置为最大时,发出
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signal dash_count_recovered
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signal dash_brusted
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signal dash_prepared
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func _init_component()-> void:
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characterbody = component_owner as CharacterBody2D
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assert(characterbody,"组件没有正确的绑定CharacterBody2D")
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if auto_recover_dash_count_at_ready:
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full_recover_dash_count()
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func _physics_process(delta: float) -> void:
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if Engine.is_editor_hint():
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return
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#不允许Dash则直接return
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if not can_dash: return
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_update_dash(delta)
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characterbody.move_and_slide()
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func _update_dash(delta) -> void:
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return
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##整合之后的函数,如果不需要额外的逻辑,可以直接通过这个触发Dash
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func integrate_dash(dash_dir: Vector2) -> bool:
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if not predash(dash_dir):
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return false
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await get_tree().process_frame #等待一帧
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can_dash = true
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brust_dash()
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return true
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##dash函数,输入一个Dash的方向,返回是否成功
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func brust_dash() -> bool:
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var old: Vector2 = characterbody.velocity;
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var burst: Vector2 = _dash_direction.normalized() * dash_speed;
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if sign(old.x) == sign(burst.x) and abs(old.x) > abs(burst.x):
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burst.x = old.x
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characterbody.velocity = burst
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dash_brusted.emit()
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return true
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##dash准备函数,需要在dash的前一帧触发
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func predash(dash_dir: Vector2) -> bool:
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if not get_can_dash():
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return false
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print("Dash更新中")
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last_dash_count = maxi(last_dash_count -1,0)
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_is_dashing = true
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_dash_direction = dash_dir
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return true
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##停止Dash,实际上是关闭Dash标识符
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func stop_dash(force_stop: bool = false) -> void:
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if force_stop:
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characterbody.velocity = Vector2.ZERO
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characterbody.move_and_slide()
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_is_dashing = false
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##完全回复的Dash次数
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func full_recover_dash_count() -> void:
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last_dash_count = maxium_dash_count
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##回复指定数量的Dash次数
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func recover_dash_count(recover_count : int) -> void:
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last_dash_count = clampi(last_dash_count+ recover_count, 0,maxium_dash_count)
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##子类可以重写此方法以自定义Dash的条件
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func get_can_dash() -> bool:
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return last_dash_count > 0
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