尝试修改了武器发射逻辑

This commit is contained in:
17146 2024-05-10 01:29:47 +08:00
parent c6c82d1f1b
commit e98139384a

View file

@ -1,9 +1,11 @@
package net.mcreator.target.event;
import net.mcreator.target.TargetMod;
import net.mcreator.target.entity.ProjectileEntity;
import net.mcreator.target.init.TargetModAttributes;
import net.mcreator.target.init.TargetModItems;
import net.mcreator.target.init.TargetModTags;
import net.mcreator.target.procedures.BulletFireNormalProcedure;
import net.mcreator.target.network.TargetModVariables;
import net.mcreator.target.tools.ItemNBTTool;
import net.minecraft.core.Holder;
import net.minecraft.network.protocol.game.ClientboundSoundPacket;
@ -18,8 +20,13 @@ import net.minecraftforge.eventbus.api.SubscribeEvent;
import net.minecraftforge.fml.common.Mod;
import net.minecraftforge.registries.ForgeRegistries;
import java.util.concurrent.Executors;
import java.util.concurrent.ScheduledExecutorService;
import java.util.concurrent.TimeUnit;
@Mod.EventBusSubscriber
public class GunEventHandler {
private static final ScheduledExecutorService scheduler = Executors.newScheduledThreadPool(1);
@SubscribeEvent
public static void onPlayerTick(TickEvent.PlayerTickEvent event) {
@ -109,7 +116,7 @@ public class GunEventHandler {
&& player.getPersistentData().getDouble("firing") == 1
&& stack.getOrCreateTag().getDouble("reloading") == 0
&& stack.getOrCreateTag().getDouble("ammo") > 0
&& !player.getCooldowns().isOnCooldown(stack.getItem())
&& !stack.getOrCreateTag().getBoolean("shootCooldown")
&& stack.getOrCreateTag().getDouble("firemode") != 1) {
if (stack.getOrCreateTag().getDouble("firemode") == 0) {
@ -131,19 +138,23 @@ public class GunEventHandler {
stack.getOrCreateTag().putDouble("fireanim", 2);
stack.getOrCreateTag().putDouble("empty", 1);
// TODO 补齐rpm数据
int cooldown = (int) Math.ceil(20 * 60 / ItemNBTTool.getDouble(stack, "rpm", 60));
player.getCooldowns().addCooldown(stack.getItem(), cooldown);
int cooldown = (int) Math.ceil(1000 * 60 / ItemNBTTool.getDouble(stack, "rpm", 60));
for (int index0 = 0; index0 < (int) stack.getOrCreateTag().getDouble("projectileamount"); index0++) {
BulletFireNormalProcedure.execute(player);
gunShoot(player);
}
playGunSounds(player);
stack.getOrCreateTag().putBoolean("shootCooldown", true);
// 使用线程池来处理发射不保证能用
Runnable reset = () -> stack.getOrCreateTag().putBoolean("shootCooldown", false);
scheduler.schedule(reset, cooldown, TimeUnit.MILLISECONDS);
}
}
/**
* 根据武器的注册名来寻找音效并播放
*/
public static void playGunSounds(Player player) {
ItemStack stack = player.getMainHandItem();
if (!stack.is(TargetModTags.Items.GUN)) {
@ -177,4 +188,55 @@ public class GunEventHandler {
}
}
public static void gunShoot(Player player) {
ItemStack heldItem = player.getMainHandItem();
if (Math.random() < 0.5) {
player.getCapability(TargetModVariables.PLAYER_VARIABLES_CAPABILITY, null).ifPresent(capability -> {
capability.recoilhorizon = -1;
capability.syncPlayerVariables(player);
});
} else {
player.getCapability(TargetModVariables.PLAYER_VARIABLES_CAPABILITY, null).ifPresent(capability -> {
capability.recoilhorizon = 1;
capability.syncPlayerVariables(player);
});
}
player.getCapability(TargetModVariables.PLAYER_VARIABLES_CAPABILITY, null).ifPresent(capability -> {
capability.recoil = 0.1;
capability.syncPlayerVariables(player);
});
player.getCapability(TargetModVariables.PLAYER_VARIABLES_CAPABILITY, null).ifPresent(capability -> {
capability.firing = 1;
capability.syncPlayerVariables(player);
});
if (!player.level().isClientSide()) {
float damage;
float headshot = (float) heldItem.getOrCreateTag().getDouble("headshot");
float velocity = 4 * (float) heldItem.getOrCreateTag().getDouble("speed");
if (heldItem.getItem() == TargetModItems.BOCEK.get()) {
damage = 0.2f * (float) heldItem.getOrCreateTag().getDouble("speed") * (float) heldItem.getOrCreateTag().getDouble("damageadd");
ProjectileEntity projectile = new ProjectileEntity(player.level(), player, damage, headshot);
projectile.setPos((player.getX() + (-0.5) * player.getLookAngle().x), (player.getEyeY() - 0.1 + (-0.5) * player.getLookAngle().y), (player.getZ() + (-0.5) * player.getLookAngle().z));
projectile.shoot(player.getLookAngle().x, player.getLookAngle().y, player.getLookAngle().z, 1 * velocity, 2.5f);
player.level().addFreshEntity(projectile);
} else {
damage = (float) (heldItem.getOrCreateTag().getDouble("damage") + heldItem.getOrCreateTag().getDouble("adddamage"))
* (float) heldItem.getOrCreateTag().getDouble("damageadd");
ProjectileEntity projectile = new ProjectileEntity(player.level(), player, damage, headshot);
projectile.setPos((player.getX() + (-0.5) * player.getLookAngle().x), (player.getEyeY() - 0.1 + (-0.5) * player.getLookAngle().y), (player.getZ() + (-0.5) * player.getLookAngle().z));
projectile.shoot(player.getLookAngle().x, player.getLookAngle().y, player.getLookAngle().z, 1 * (float) heldItem.getOrCreateTag().getDouble("velocity"),
(float) player.getAttributeBaseValue(TargetModAttributes.SPREAD.get()));
player.level().addFreshEntity(projectile);
}
}
}
}