PGRData/Script/matrix/xentity/xguilddorm/components/XGDFurnitureInteractComponent.lua

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local Quaternion = CS.UnityEngine.Quaternion
local XGDComponet = require("XEntity/XGuildDorm/Components/XGDComponet")
local XGuildDormHelper = CS.XGuildDormHelper
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---@class XGDFurnitureInteractComponent : XGDComponet
local XGDFurnitureInteractComponent = XClass(XGDComponet, "XGDFurnitureInteractComponent")
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---@param role XGuildDormRole
function XGDFurnitureInteractComponent:Ctor(role)
self.Role = role
self.MoveAgent = nil
self.Transform = nil
self.AngleSpeed = XGuildDormConfig.GetRoleInteracAngleSpeed()
self.IsDirectInteract = false
end
function XGDFurnitureInteractComponent:Init()
XGDFurnitureInteractComponent.Super.Init(self)
self:UpdateRoleDependence()
end
function XGDFurnitureInteractComponent:UpdateRoleDependence()
self.MoveAgent = self.Role:GetMoveAgent()
self.Transform = self.Role:GetRLRole():GetTransform()
end
function XGDFurnitureInteractComponent:BeginInteract(currentInteractInfo, isDirectInteract)
if isDirectInteract == nil then isDirectInteract = false end
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if self.Transform:EqualsPosition2D(currentInteractInfo.InteractPos.transform.position, 0.0001) then
isDirectInteract = true
end
self.IsDirectInteract = isDirectInteract
self.Role:UpdateInteractStatus(XGuildDormConfig.InteractStatus.Begin)
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local agent = self.Role:GetAgent()
if agent then
local dict = {}
dict["button"] = XGlobalVar.BtnGuildDormMain.BtnFurnitureInteract
dict["role_level"] = XPlayer.GetLevel()
dict["can_get_reward"] = agent.Proxy.LuaAgentProxy:CheckCanGetReward()
dict["furniture_id"] = currentInteractInfo.Id
CS.XRecord.Record(dict, "200006", "GuildDorm")
end
-- 设置导航中交互点
if isDirectInteract then
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local tempPos = currentInteractInfo.InteractPos.transform.position
tempPos.y = self.Transform.position.y
self.Transform.position = tempPos
self.Transform.rotation = currentInteractInfo.InteractPos.transform.rotation
else
if not self.MoveAgent:SetDestination(currentInteractInfo.InteractPos.transform) then
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XLog.Error("当前家具交互导航点错误无法前往。家具Id:" .. currentInteractInfo.Id)
XScheduleManager.ScheduleOnce(function()
self.Role:UpdateInteractStatus(XGuildDormConfig.InteractStatus.End)
end, 1)
return
end
end
-- 改变状态
self.Role:ChangeStateMachine(XGuildDormConfig.RoleFSMType.MOVE)
self.Role:EnableCharacterController(false)
end
function XGDFurnitureInteractComponent:Update(dt)
if self.MoveAgent.IsArrive or self.IsDirectInteract then
if self.Role:GetInteractStatus() == XGuildDormConfig.InteractStatus.Begin then
local currentInteractInfo = self.Role:GetCurrentInteractInfo()
self.Role:ChangeStateMachine(XGuildDormConfig.RoleFSMType.IDLE)
self.Role:PlayBehaviorByType(currentInteractInfo.BehaviorType)
self.Role:UpdateInteractStatus(XGuildDormConfig.InteractStatus.Playing)
elseif self.Role:GetInteractStatus() == XGuildDormConfig.InteractStatus.Playing then
local turnToData = self.Role:GetAgent():GetVarDicByKey("TurnToData")
if turnToData == nil then return end
if XGuildDormHelper.SlerpTransformRotation(self.Transform, turnToData.rotation, self.AngleSpeed * dt) then
if turnToData.finishedCb then turnToData.finishedCb() end
self.Role:GetAgent():SetVarDicByKey("TurnToData", nil)
end
end
end
end
return XGDFurnitureInteractComponent