PGRData/Script/matrix/xentity/xrpgmakergame/object/XRpgMakerGameElectricFence.lua

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local XRpgMakerGameObject = require("XEntity/XRpgMakerGame/Object/XRpgMakerGameObject")
local type = type
local pairs = pairs
local Vector3 = CS.UnityEngine.Vector3
local LookRotation = CS.UnityEngine.Quaternion.LookRotation
local Default = {
_ElectricStatus = 1, --状态1开启0关闭
}
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---电网对象
---@class XRpgMakerGameElectricFence:XRpgMakerGameObject
local XRpgMakerGameElectricFence = XClass(XRpgMakerGameObject, "XRpgMakerGameElectricFence")
function XRpgMakerGameElectricFence:Ctor(id)
for key, value in pairs(Default) do
if type(value) == "table" then
self[key] = {}
else
self[key] = value
end
end
self:InitData()
end
function XRpgMakerGameElectricFence:Dispose()
if self.ElectricFenceEffect then
CS.UnityEngine.GameObject.Destroy(self.ElectricFenceEffect)
self.ElectricFenceEffect = nil
end
XRpgMakerGameElectricFence.Super.Dispose(self)
end
function XRpgMakerGameElectricFence:InitData()
local id = self:GetId()
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-- local pointX = XRpgMakerGameConfigs.GetRpgMakerGameElectricFenceX(id)
-- local pointY = XRpgMakerGameConfigs.GetRpgMakerGameElectricFenceY(id)
-- self:UpdatePosition({PositionX = pointX, PositionY = pointY})
self:SetElectricStatus(XRpgMakerGameConfigs.XRpgMakerGameElectricFenceStatus.Open)
if not XTool.IsTableEmpty(self.MapObjData) then
self:InitDataByMapObjData(self.MapObjData)
end
end
---@param mapObjData XMapObjectData
function XRpgMakerGameElectricFence:InitDataByMapObjData(mapObjData)
self.MapObjData = mapObjData
self:UpdatePosition({PositionX = self.MapObjData:GetX(), PositionY = self.MapObjData:GetY()})
self:SetElectricStatus(XRpgMakerGameConfigs.XRpgMakerGameElectricFenceStatus.Open)
end
--改变方向
function XRpgMakerGameElectricFence:ChangeDirectionAction(action, cb)
local transform = self:GetTransform()
if XTool.UObjIsNil(transform) then
return
end
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-- local electricFenceId = self:GetId()
-- local x = XRpgMakerGameConfigs.GetRpgMakerGameElectricFenceX(electricFenceId)
-- local y = XRpgMakerGameConfigs.GetRpgMakerGameElectricFenceY(electricFenceId)
local x = self.MapObjData:GetX()
local y = self.MapObjData:GetY()
local cube = self:GetCubeObj(y, x)
local cubeSize = cube:GetGameObjSize()
local objPosition = transform.position
local direction = action.Direction
local directionPos
if direction == XRpgMakerGameConfigs.RpgMakerGapDirection.GridLeft then
directionPos = objPosition - Vector3(cubeSize.x / 2, 0, 0)
elseif direction == XRpgMakerGameConfigs.RpgMakerGapDirection.GridRight then
directionPos = objPosition + Vector3(cubeSize.x / 2, 0, 0)
elseif direction == XRpgMakerGameConfigs.RpgMakerGapDirection.GridTop then
directionPos = objPosition + Vector3(0, 0, cubeSize.z / 2)
elseif direction == XRpgMakerGameConfigs.RpgMakerGapDirection.GridBottom then
directionPos = objPosition - Vector3(0, 0, cubeSize.z / 2)
end
local transform = self:GetTransform()
local lookRotation = LookRotation(directionPos - objPosition)
self:SetGameObjectRotation(lookRotation)
self:SetGameObjectPosition(directionPos)
if cb then
cb()
end
end
function XRpgMakerGameElectricFence:SetElectricStatus(electricStatus)
self._ElectricStatus = electricStatus
end
--播放状态切换动画
function XRpgMakerGameElectricFence:PlayElectricFenceStatusChangeAction(cb, isNotPlaySound)
if self.ElectricFenceEffect then
local isShow = self._ElectricStatus == XRpgMakerGameConfigs.XRpgMakerGameElectricFenceStatus.Open and true or false
self.ElectricFenceEffect.gameObject:SetActiveEx(isShow)
end
if cb then
cb()
end
end
--是否会被阻挡
function XRpgMakerGameElectricFence:IsElectricFenceInMiddle(curPosX, curPosY, direction, nextPosX, nextPosY)
if not self:IsSamePoint(curPosX, curPosY) and not self:IsSamePoint(nextPosX, nextPosY) then
return false
end
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-- local id = self:GetId()
-- local electricDirection = XRpgMakerGameConfigs.GetRpgMakerGameElectricDirection(id)
local electricDirection = self.MapObjData:GetParams()[1]
if self:IsSamePoint(curPosX, curPosY) and electricDirection == direction then
return true
end
--下一个坐标和电墙位置相同,且方向相反
if self:IsSamePoint(nextPosX, nextPosY)
and ((electricDirection == XRpgMakerGameConfigs.RpgMakerGapDirection.GridLeft and direction == XRpgMakerGameConfigs.RpgMakerGameMoveDirection.MoveRight)
or (electricDirection == XRpgMakerGameConfigs.RpgMakerGapDirection.GridRight and direction == XRpgMakerGameConfigs.RpgMakerGameMoveDirection.MoveLeft)
or (electricDirection == XRpgMakerGameConfigs.RpgMakerGapDirection.GridTop and direction == XRpgMakerGameConfigs.RpgMakerGameMoveDirection.MoveDown)
or (electricDirection == XRpgMakerGameConfigs.RpgMakerGapDirection.GridBottom and direction == XRpgMakerGameConfigs.RpgMakerGameMoveDirection.MoveUp)) then
return true
end
return false
end
function XRpgMakerGameElectricFence:OnLoadComplete()
local key = XRpgMakerGameConfigs.ModelKeyMaps.ElectricFenceEffect
local modelPath = XRpgMakerGameConfigs.GetRpgMakerGameModelPath(key)
local resource = self:ResourceManagerLoad(modelPath)
local asset = resource and resource.Asset
if asset then
self.ElectricFenceEffect = self:LoadEffect(asset)
end
XRpgMakerGameElectricFence.Super.OnLoadComplete(self)
end
return XRpgMakerGameElectricFence