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

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local XRpgMakerGameObject = require("XEntity/XRpgMakerGame/Object/XRpgMakerGameObject")
local type = type
local pairs = pairs
local Vector3 = CS.UnityEngine.Vector3
local Vec3Lerp = CS.UnityEngine.Vector3.Lerp
local Default = {
_TriggerStatus = 0, --状态1阻挡0不阻挡
_ElectricStatus = 0, --电墙机关开关状态1关闭电网0开启
}
local TriggerType1OpenOffSetY = -0.22 --类型1开关开启时的位置偏移
local TriggerType2OpenOffSetY = -0.46 --类型2开关开启时的位置偏移
local ModelDefaultScale = Vector3(1, 1, 1) --模型默认大小
local TriggerType2OpenScale = Vector3(0.9, 0.9, 0.9) --类型2开关开启时的模型大小
local TriggerType2PlayTime = 0.5 --类型2开关开启或关闭播放动画的时间单位
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---推箱子开关对象
---@class XRpgMakerGameTriggerData:XRpgMakerGameObject
local XRpgMakerGameTriggerData = XClass(XRpgMakerGameObject, "XRpgMakerGameTriggerData")
function XRpgMakerGameTriggerData: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 XRpgMakerGameTriggerData:InitData()
self.StatusIsChange = false --新的机关状态是否和旧的不同
self.ElectricStatusIsChange = false --新的电墙机关状态是否和旧的不同
self.IsPlayElectricStatusSwitchSound = false --是否播放电墙机关切换音效
local triggerId = self:GetId()
local defaultBlock = XRpgMakerGameConfigs.GetRpgMakerGameTriggerDefaultBlock(triggerId)
self:SetTriggerStatus(defaultBlock)
self:SetElectricStatus(XRpgMakerGameConfigs.XRpgMakerGameElectricStatus.OpenElectricFence)
end
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---@param mapObjData XMapObjectData
function XRpgMakerGameTriggerData:InitDataByMapObjData(mapObjData)
self.MapObjData = mapObjData
self:UpdatePosition({PositionX = self.MapObjData:GetX(), PositionY = self.MapObjData:GetY()})
end
---@return XMapObjectData
function XRpgMakerGameTriggerData:GetMapObjData()
return self.MapObjData
end
function XRpgMakerGameTriggerData:UpdateData(data)
local status = data.TriggerStatus or data.BlockStatus
self:SetStatusIsChange(self._TriggerStatus ~= status)
self:SetElectricStatusIsChange(self._ElectricStatus ~= data.ElectricStatus)
self._TriggerStatus = status
self._ElectricStatus = data.ElectricStatus
end
function XRpgMakerGameTriggerData:SetElectricStatusIsChange(isChange)
self.ElectricStatusIsChange = isChange
end
function XRpgMakerGameTriggerData:SetIsPlayElectricStatusSwitchSound(isPlayElectricStatusSwitchSound)
self.IsPlayElectricStatusSwitchSound = isPlayElectricStatusSwitchSound
end
function XRpgMakerGameTriggerData:SetElectricStatus(status)
self:SetElectricStatusIsChange(self._ElectricStatus ~= status)
self._ElectricStatus = status
end
function XRpgMakerGameTriggerData:SetTriggerStatus(status)
self:SetStatusIsChange(self._TriggerStatus ~= status)
self._TriggerStatus = status
end
function XRpgMakerGameTriggerData:SetStatusIsChange(isChange)
self.StatusIsChange = isChange
end
function XRpgMakerGameTriggerData:IsBlock(status)
local triggerStatus = status or self._TriggerStatus
return triggerStatus == XRpgMakerGameConfigs.XRpgMakerGameBlockStatus.Block
end
function XRpgMakerGameTriggerData:IsElectricOpen()
return self._ElectricStatus == XRpgMakerGameConfigs.XRpgMakerGameElectricStatus.OpenElectricFence
end
function XRpgMakerGameTriggerData:UpdateObjTriggerStatus(isNotPlaySound)
local action = {
TriggerStatus = self._TriggerStatus,
ElectricStatus = self._ElectricStatus
}
self:PlayTriggerStatusChangeAction(action, nil, isNotPlaySound)
end
--播放开关状态切换动画
function XRpgMakerGameTriggerData:PlayTriggerStatusChangeAction(action, cb, isNotPlaySound)
local transform = self:GetTransform()
local gameObjPosition = self:GetGameObjPosition()
if not transform or not gameObjPosition then
return
end
local triggerId = self:GetId()
local triggerType = XRpgMakerGameConfigs.GetRpgMakerGameTriggerType(triggerId)
local triggerStatus = action.TriggerStatus or action.BlockStatus
local electricStatus = action.ElectricStatus
local isBlock = self:IsBlock(triggerStatus)
local positionX = gameObjPosition.x
local positionZ = gameObjPosition.z
local originScale = transform.localScale
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local pointX = self.MapObjData:GetX()
local pointY = self.MapObjData:GetY()
local cubeUpCenterPosition = self:GetCubeUpCenterPosition(self.MapObjData:GetRow(), self.MapObjData:GetCol())
local cubeUpCenterPositionY = cubeUpCenterPosition.y
local isGrassShelter = XDataCenter.RpgMakerGameManager.IsGrassShelter(pointX, pointY)
--升降台阻挡物
if triggerType == XRpgMakerGameConfigs.XRpgMakerGameTriggerType.Trigger2 then
self:CheckTriggerType1Touch(isBlock)
self:StopTriggerType2PlayTimer()
local objSize = self:GetGameObjSize()
local offSetY = objSize and -objSize.y + 0.1 or TriggerType2OpenOffSetY
local isRise = isBlock and not isGrassShelter
local easeMethod = function(f)
return XUiHelper.Evaluate(XUiHelper.EaseType.Increase, f)
end
local onRefresh = function(f)
if XTool.UObjIsNil(transform) then
return
end
local offsetY = cubeUpCenterPositionY + offSetY
local position = isRise and Vec3Lerp(gameObjPosition, Vector3(positionX, cubeUpCenterPositionY, positionZ), f)
or Vec3Lerp(gameObjPosition, Vector3(positionX, offsetY, positionZ), f)
self:SetGameObjectPosition(position)
local scale = isRise and Vec3Lerp(originScale, ModelDefaultScale, f)
or Vec3Lerp(originScale, TriggerType2OpenScale, f)
self:SetGameObjScale(scale)
end
self.TriggerType2PlayTimer = XUiHelper.Tween(TriggerType2PlayTime, onRefresh, nil, easeMethod)
if not isNotPlaySound and self.StatusIsChange then
XSoundManager.PlaySoundByType(XSoundManager.UiBasicsMusic.RpgMakerGame_TriggerType2, XSoundManager.SoundType.Sound)
end
--地刺
elseif triggerType == XRpgMakerGameConfigs.XRpgMakerGameTriggerType.Trigger3 then
local trigger = XUiHelper.TryGetComponent(transform, "ScenePuzzle01_02Dici")
if trigger then
trigger.gameObject:SetActiveEx(isBlock)
self:SetActive(true)
else
self:SetActive(isBlock)
end
if isBlock and not isNotPlaySound and self.StatusIsChange then
XSoundManager.PlaySoundByType(XSoundManager.UiBasicsMusic.RpgMakerGame_TriggerType3, XSoundManager.SoundType.Sound)
end
elseif triggerType == XRpgMakerGameConfigs.XRpgMakerGameTriggerType.TriggerElectricFence then
local sceneObjRoot = self:GetGameObjModelRoot()
local isElectricOpen = self:IsElectricOpen()
local modelKey = XRpgMakerGameConfigs.GetRpgMakerGameTriggerKey(triggerType, isElectricOpen)
local modelPath = XRpgMakerGameConfigs.GetRpgMakerGameModelPath(modelKey)
self:LoadModel(modelPath, sceneObjRoot, nil, modelKey)
if self.IsPlayElectricStatusSwitchSound and self.ElectricStatusIsChange then
XSoundManager.PlaySoundByType(XSoundManager.UiBasicsMusic.RpgMakerGame_ElectricStatusSwitch, XSoundManager.SoundType.Sound)
end
self:SetIsPlayElectricStatusSwitchSound(false)
end
if cb then
cb()
end
end
function XRpgMakerGameTriggerData:StopTriggerType2PlayTimer()
if self.TriggerType2PlayTimer then
XScheduleManager.UnSchedule(self.TriggerType2PlayTimer)
self.TriggerType2PlayTimer = nil
end
end
--检查是否触发了类型1的机关有怪物或玩家在机关上
function XRpgMakerGameTriggerData:CheckTriggerType1Touch(isBlock)
local currentScene = XDataCenter.RpgMakerGameManager.GetCurrentScene()
local mapId = currentScene:GetMapId()
local triggerIdList = XRpgMakerGameConfigs.GetRpgMakerGameMapIdToTriggerIdList(mapId)
local playerObj = XDataCenter.RpgMakerGameManager.GetPlayerObj()
local positionX
local positionY
local triggerType
local pointX
local pointY
local monsterIdList
local monsterObj
for _, triggerId in ipairs(triggerIdList) do
triggerType = XRpgMakerGameConfigs.GetRpgMakerGameTriggerType(triggerId)
if triggerType == XRpgMakerGameConfigs.XRpgMakerGameTriggerType.Trigger1 then
pointX = XRpgMakerGameConfigs.GetRpgMakerGameTriggerX(triggerId)
pointY = XRpgMakerGameConfigs.GetRpgMakerGameTriggerY(triggerId)
positionX = playerObj:GetPositionX()
positionY = playerObj:GetPositionY()
if pointX == positionX and pointY == positionY then
self:PlayTriggerType1Action(triggerId, isBlock)
goto continue
end
monsterIdList = XRpgMakerGameConfigs.GetRpgMakerGameMapIdToMonsterIdList(mapId)
for _, monsterId in ipairs(monsterIdList) do
monsterObj = XDataCenter.RpgMakerGameManager.GetMonsterObj(monsterId)
positionX = monsterObj:GetPositionX()
positionY = monsterObj:GetPositionY()
if pointX == positionX and pointY == positionY then
self:PlayTriggerType1Action(triggerId, isBlock)
goto continue
end
end
--没怪物或玩家在机关上还原成默认的状态
self:PlayTriggerType1Action(triggerId, true)
end
::continue::
end
end
function XRpgMakerGameTriggerData:PlayTriggerType1Action(triggerId, isBlock)
local triggerObj = XDataCenter.RpgMakerGameManager.GetTriggerObj(triggerId)
if not triggerObj then
return
end
local gameObjPosition = triggerObj:GetGameObjPosition()
if not gameObjPosition then
return
end
local pointX = XRpgMakerGameConfigs.GetRpgMakerGameTriggerX(triggerId)
local pointY = XRpgMakerGameConfigs.GetRpgMakerGameTriggerY(triggerId)
local cubeUpCenterPosition = self:GetCubeUpCenterPosition(pointY, pointX)
local cubeUpCenterPositionY = cubeUpCenterPosition.y
local positionX = gameObjPosition.x
local positionZ = gameObjPosition.z
local offsetY = cubeUpCenterPositionY + TriggerType1OpenOffSetY
local position = isBlock and Vector3(positionX, cubeUpCenterPositionY, positionZ)
or Vector3(positionX, offsetY, positionZ)
triggerObj:SetGameObjectPosition(position)
end
return XRpgMakerGameTriggerData