Files
Cielonos/Assets/Scripts/MainGame/Items/MainWeapons/FutureWand/FutureWand.cs
SoulliesOfficial 347237443f FututeWand初步
2026-07-01 06:32:50 -04:00

137 lines
4.3 KiB
C#

using System.Collections.Generic;
using Cielonos.MainGame.Characters;
using SLSUtilities.General;
using UnityEngine;
namespace Cielonos.MainGame.Inventory.Collections
{
public partial class FutureWand : MainWeaponBase
{
private bool _isHoldingAttack;
public CharacterBase currentTarget;
private NormalArea _activeSpinArea;
private VFXObject _spinAreaChargeVFX;
private int _spinAreaUpgradeCount = 0;
private Transform Muzzle => viewObjects["Wand"].functionalParts["Muzzle"].transform;
public override void OnEquipped()
{
base.OnEquipped();
RegisterFunctionsToAnimSc();
viewObjects["Wand"].SetFadeAnim(0.5f);
// 订阅玩家受击事件,在受击时中断施法并召回 SpinArea
player.eventSm.onGetHit.TryAdd(nameof(FutureWand), new PrioritizedAction<AttackAreaBase>(OnPlayerGetHit));
}
public override void OnUnequipped()
{
// 注销受击事件,避免内存泄漏
player.eventSm.onGetHit.Remove(nameof(FutureWand));
RecallActiveSpinArea();
base.OnUnequipped();
}
public override void OnSwitchIn()
{
if(!player.inputSc.IsMoving) PlayTargetedAnimation("Equip");
}
public override void OnSwitchOut()
{
base.OnSwitchOut();
RecallActiveSpinArea();
}
/// <summary>
/// 轻攻击(普攻)输入处理
/// </summary>
public override void OnPrimaryPress()
{
// 判定是否满足特殊蓄力攻击条件
if (!_isHoldingAttack && player.inputSc.IsHoldingSpecialA)
{
if (PlayHoldAttackStart(currentTarget))
{
_isHoldingAttack = true;
}
return;
}
// 常规地面轻攻击连击
if (functionSm["LightAttack"].IsAvailable() && fullBodyFuncAnimSm.CheckPlayability())
{
currentTarget = CombatManager.EnemySm.GetNearestEnemy(25f);
string nextNodeName = comboSm.main.GetNextNodeName("L");
if (PlayNormalAttackL(currentTarget, nextNodeName))
{
comboSm.main.NextCombo("L");
}
}
}
/// <summary>
/// 轻攻击释放处理
/// </summary>
public override void OnPrimaryRelease()
{
if (_isHoldingAttack)
{
string animName = player.animationSc.fullBodyFuncAnimSm.currentRuntimeFuncAnim?.animationName;
if (animName == "HoldAttackLoop" || animName == "HoldAttackStart")
{
PlayHoldAttackEnd();
}
RecallActiveSpinArea();
}
_isHoldingAttack = false;
}
/// <summary>
/// 重攻击输入处理
/// </summary>
public override void OnSecondaryPress()
{
if (_isHoldingAttack) return;
// 常规地面重攻击连击
if (functionSm["HeavyAttack"].IsAvailable() && fullBodyFuncAnimSm.CheckPlayability())
{
currentTarget = CombatManager.EnemySm.GetNearestEnemy(25f);
string nextNodeName = comboSm.main.GetNextNodeName("R");
if (PlayNormalAttackR(currentTarget, nextNodeName))
{
comboSm.main.NextCombo("R");
}
}
}
}
public partial class FutureWand
{
/// <summary>
/// 玩家受击回调:中断当前的蓄力行为,并收回飞盘法阵
/// </summary>
private void OnPlayerGetHit(AttackAreaBase attackArea)
{
if (_isHoldingAttack)
{
string animName = player.animationSc.fullBodyFuncAnimSm.currentRuntimeFuncAnim?.animationName;
if (animName == "HoldAttackLoop" || animName == "HoldAttackStart")
{
PlayHoldAttackEnd();
}
_isHoldingAttack = false;
}
RecallActiveSpinArea();
}
}
}