694 lines
22 KiB
Lua
694 lines
22 KiB
Lua
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---@type UnityEngine.Vector3
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local CsVector3 = CS.UnityEngine.Vector3
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local CsRandom = CS.UnityEngine.Random
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---@type XRestaurantIScene
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local XRestaurantIScene = require("XModule/XRestaurant/XGameObject/XRestaurantIScene")
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local XRestaurantRole = require("XModule/XRestaurant/XGameObject/XRestaurantRole")
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local XRestaurantCamera = require("XModule/XRestaurant/XGameObject/XRestaurantCamera")
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local XRestaurantSignNpc = require("XModule/XRestaurant/XGameObject/XRestaurantSignNpc")
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local XRestaurantOrderNpc = require("XModule/XRestaurant/XGameObject/XRestaurantOrderNpc")
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local XRestaurantCustomer = require("XModule/XRestaurant/XGameObject/XRestaurantCustomer")
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--屏幕坐标到本地坐标转换倍率
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local CameraXRatio = 200
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---@class XRestaurantRoom : XRestaurantIScene 餐厅房间
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---@field _RestaurantCamera XRestaurantCamera
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---@field _SceneSetting XSceneSetting
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---@field _WalkAbleFloor UnityEngine.Transform
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---@field _BlockBoard UnityEngine.Transform
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---@field _RandomPoints UnityEngine.Transform[]
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---@field _PointsMap table<number, number> 角色Id索引点下标
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---@field _CashierModel UnityEngine.Transform
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---@field _NavMeshSurface UnityEngine.AI.NavMeshSurface
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---@field _CharacterMap table<number, XRestaurantRole> 角色模型
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---@field _WorkBenchModel table<number, table<number, CS.XRestaurantWorkBench>> 工作台模型
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---@field _UiGrid3DPivot UnityEngine.Vector2
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---@field _SignNpc XRestaurantSignNpc
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---@field _OrderNpc XRestaurantOrderNpc
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---@field _DragBeginListener function[]
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---@field _DragEndListener function[]
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---@field _StartPoint UnityEngine.Vector3
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---@field _StartPoint UnityEngine.Vector3
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---@field _RedPoint UnityEngine.Vector3
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---@field _GreenPoint UnityEngine.Vector3
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---@field _RandomArea UnityEngine.Bounds
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---@field _CustomerList XRestaurantCustomer[]
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local XRestaurantRoom = XClass(XRestaurantIScene, "XRestaurantRoom")
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function XRestaurantRoom:Init()
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self._RestaurantCamera = XRestaurantCamera.New()
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self._CharacterMap = {}
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self._DragBeginListener = {}
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self._CustomerList = {}
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self._DragEndListener = {}
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self._UiGrid3DPivot = CS.UnityEngine.Vector2(0.5, 0.5)
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self._NextLoadCustomer = 0
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self._CustomerIds = XRestaurantConfigs.GetCustomerNpcIds()
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self._CustomerTotal = #self._CustomerIds
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local min, max = XRestaurantConfigs.CustomerProperty()
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self._RandomMin = min
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self._RandomMax = max
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end
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--- 摄像机数据以及模型
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---@return XRestaurantCamera
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--------------------------
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function XRestaurantRoom:GetCameraModel()
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return self._RestaurantCamera
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end
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--- 摄像机停止移动,回弹到对应区域
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---@param beginCb function
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---@param endCb function
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---@return void
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--------------------------
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function XRestaurantRoom:OnStopMoveCamera(beginCb, endCb)
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self._RestaurantCamera:StopCamera(beginCb, endCb)
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end
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function XRestaurantRoom:SetAreaType(type)
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self._RestaurantCamera:SetAreaType(type)
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end
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function XRestaurantRoom:GetAssetPath()
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local viewModel = XDataCenter.RestaurantManager.GetViewModel()
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local level = viewModel:GetProperty("_Level")
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level = CS.UnityEngine.Mathf.Clamp(level, XRestaurantConfigs.LevelRange.Min, XRestaurantConfigs.LevelRange.Max)
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return XRestaurantConfigs.GetRestaurantScenePrefab(level)
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end
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function XRestaurantRoom:OnLoadSuccess()
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if not XTool.UObjIsNil(self._Camera) then
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self:TryDestroy(self._Camera)
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end
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self:LoadGlobalSO()
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self:InitCamera()
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self:InitNavMesh()
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self:InitWorkBench()
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self:InitCustomer()
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self:InitSceneSetting()
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self._CashierModel = self._Transform:Find("GroupBase/@Furniture/03/BiankaCounter001")
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self._CharacterRoot = self._Transform:Find("GroupBase/@Character")
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if XTool.UObjIsNil(self._CharacterRoot) then
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local groupBase = self._Transform:Find("GroupBase")
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local go = CS.UnityEngine.GameObject("@Character")
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go.transform:SetParent(groupBase, false)
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self:TryResetTransform(go.transform)
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self._CharacterRoot = go.transform
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end
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self._BlockBoard = self._Transform:Find("GroupBase/@Furniture/03/Coffeeblackboard001(Clone)")
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local floor = self._Transform:Find("GroupBase/@Floor")
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if not XTool.UObjIsNil(floor) then
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floor.gameObject:SetLayerRecursively(CS.UnityEngine.LayerMask.NameToLayer(HomeSceneLayerMask.Room))
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local inputHandler = floor.gameObject:GetComponent(typeof(CS.XGoInputHandler))
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if not inputHandler then
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inputHandler = floor.gameObject:AddComponent(typeof(CS.XGoInputHandler))
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end
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inputHandler:AddBeginDragListener(handler(self, self.OnBeginDrag))
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inputHandler:AddDragListener(handler(self, self.OnDrag))
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inputHandler:AddEndDragListener(handler(self, self.OnEndDrag))
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end
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--if not self.Timer then
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-- self.Timer = XScheduleManager.ScheduleForever(function()
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-- self:Simulation(XTime.GetServerNowTimestamp())
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-- end, XScheduleManager.SECOND)
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--end
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end
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function XRestaurantRoom:InitSceneSetting()
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self._SceneSetting = self._Transform:GetComponent("XSceneSetting")
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if self._SceneSetting then
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self._SceneSetting.enabled = true
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CS.XGraphicManager.BindScene(self._SceneSetting)
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end
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end
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function XRestaurantRoom:LoadGlobalSO()
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--场景加载完
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XUiHelper.SetSceneType(CS.XSceneType.Dormitory)
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local viewModel = XDataCenter.RestaurantManager.GetViewModel()
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local level = viewModel:GetProperty("_Level")
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local path = XRestaurantConfigs.GetGlobalIllumination(level)
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local resource = CS.XResourceManager.Load(path)
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CS.XTool.WaitCoroutine(resource, function()
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if not (resource and resource.Asset) then
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XLog.Error("restaurant load resource error: asset path = " .. path)
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return
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end
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self._SOResource = resource
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CS.XGlobalIllumination.SetGlobalIllumSO(resource.Asset)
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end)
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end
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function XRestaurantRoom:InitCamera()
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local obj = self._GameObject.transform:Find("Camera")
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if XTool.UObjIsNil(obj) then
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XLog.Error(self._GameObject.name .. " not found camera, please check scene!!!")
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return
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end
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self._RestaurantCamera:SetGameObject(obj)
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end
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function XRestaurantRoom:InitNavMesh()
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local furniture = self._Transform:Find("GroupBase/@Furniture")
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if not XTool.UObjIsNil(furniture) then
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CS.XNavMeshUtility.AddNavMeshObstacleSizeByCollider(furniture.gameObject)
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end
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local path = self._Transform:Find("GroupBase/@Path")
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self._RandomPoints = {}
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self._PointsMap = {}
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if not XTool.UObjIsNil(path) then
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for i = 0, path.childCount - 1 do
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local transform = path:GetChild(i)
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transform.gameObject.name = "Point" .. i + 1
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table.insert(self._RandomPoints, transform)
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end
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end
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self._WalkAbleFloor = self._GameObject.transform:Find("GroupBase/@Floor")
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if not XTool.UObjIsNil(self._WalkAbleFloor) then
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self._NavMeshSurface = CS.XNavMeshUtility.SetNavMeshSurfaceAndBuild(self._WalkAbleFloor.gameObject)
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end
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end
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function XRestaurantRoom:InitWorkBench()
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self._WorkBenchModel = { }
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local workBenchRoot = self._Transform:Find("GroupBase/@Furniture")
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if XTool.UObjIsNil(workBenchRoot) then
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XLog.Error("init restaurant work bench error, not found GroupBase/@Furniture ")
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return
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end
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local init = function(components)
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local map = {}
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if not components then
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return map
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end
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for i = 0, components.Length - 1 do
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local component = components[i]
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if component then
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map[component.Index] = component
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end
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end
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return map
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end
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local list
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list = workBenchRoot:Find("01"):GetComponentsInChildren(typeof(CS.XRestaurantWorkBench))
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self._WorkBenchModel[XRestaurantConfigs.AreaType.IngredientArea] = init(list)
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list = workBenchRoot:Find("02"):GetComponentsInChildren(typeof(CS.XRestaurantWorkBench))
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self._WorkBenchModel[XRestaurantConfigs.AreaType.FoodArea] = init(list)
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list = workBenchRoot:Find("03"):GetComponentsInChildren(typeof(CS.XRestaurantWorkBench))
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self._WorkBenchModel[XRestaurantConfigs.AreaType.SaleArea] = init(list)
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end
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function XRestaurantRoom:InitCustomer()
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local customer = self._Transform:Find("GroupBase/@NpcCustomer")
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local start = customer:Find("Start")
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self._StartPoint = start.position
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local green = customer:Find("Green")
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self._GreenPoint = green.position
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local red = customer:Find("Red")
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self._RedPoint = red.position
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self._PointMin = customer:Find("Point1").position
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self._PointMax = customer:Find("Point2").position
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local level = 0
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local viewModel = XDataCenter.RestaurantManager.GetViewModel()
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if viewModel then
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level = viewModel:GetProperty("_Level")
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end
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self._MaxCustomerCount = XRestaurantConfigs.GetCustomerLimit(level)
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if self._MaxCustomerCount > #self._CustomerIds then
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XLog.Error("最大加载顾客数大于配置的不重复顾客数,由于不放回机制,将会导致死循环!!!")
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self._MaxCustomerCount = #self._CustomerIds
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end
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local viewModel = XDataCenter.RestaurantManager.GetViewModel()
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--不在营业期,不加载
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if not viewModel or not viewModel:IsInBusiness() then
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self._MaxCustomerCount = 0
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end
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end
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function XRestaurantRoom:GetObjName()
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local level = 0
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local viewModel = XDataCenter.RestaurantManager.GetViewModel()
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if viewModel then
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level = viewModel:GetProperty("_Level")
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end
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return string.format("Restaurant%s", level)
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end
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function XRestaurantRoom:Release()
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self.Super.Release(self)
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self._RestaurantCamera:Release()
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for _, role in pairs(self._CharacterMap or {}) do
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role:Release()
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end
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if self._SOResource then
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self._SOResource:Release()
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self._SOResource = nil
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end
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self._CharacterMap = {}
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self._CustomerList = {}
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self._CashierModel = nil
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self._CharacterRoot = nil
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self._SceneSetting = nil
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self._OrderNpc = nil
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self._SignNpc = nil
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self._WorkBenchModel = {}
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self._DragBeginListener = {}
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self._DragEndListener = {}
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self._NextLoadCustomer = 0
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--if self.Timer then
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-- XScheduleManager.UnSchedule(self.Timer)
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-- self.Timer = nil
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--end
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--场景销毁
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XUiHelper.SetSceneType(CS.XSceneType.Ui)
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end
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function XRestaurantRoom:StopBusiness()
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for _, char in pairs(self._CharacterMap) do
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char:Hide()
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end
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----商店关门了,顾客全赶出去,合理
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--for _, customer in pairs(self._CustomerList) do
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-- customer:Dispose()
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--end
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--self._NextLoadCustomer = 0
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if self:SignNpcExist() then
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self._SignNpc:Hide()
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end
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if self:OrderNpcExist() then
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self._OrderNpc:Hide()
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end
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--不允许滑动
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self._DragBeginListener = {}
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self._DragEndListener = {}
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self._RestaurantCamera:OnExitBusiness()
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end
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function XRestaurantRoom:StartBusiness()
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self._RestaurantCamera:OnEnterBusiness()
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end
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--- 加载角色模型
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---@param characterId number 角色Id
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---@param onLoadCb function 加载成功回调
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---@return void
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--------------------------
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function XRestaurantRoom:LoadCharacter(characterId, onLoadCb)
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local role = self._CharacterMap[characterId]
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if not role then
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role = XRestaurantRole.New(self._CharacterRoot, characterId)
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self._CharacterMap[characterId] = role
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end
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role:Born(onLoadCb)
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end
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--- 释放角色资源
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---@param characterId number 角色Id
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---@return void
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--------------------------
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function XRestaurantRoom:ReleaseCharacter(characterId, unWorkCb)
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local role = self._CharacterMap[characterId]
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if not role then
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return
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end
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if unWorkCb then unWorkCb() end
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--role:Dispose()
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end
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--- 获取角色模型
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---@param characterId number 角色Id
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---@return XRestaurantRole
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--------------------------
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function XRestaurantRoom:GetCharacterModel(characterId)
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local role = self._CharacterMap[characterId]
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if not role then
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return
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end
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return role
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end
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--- 员工是否在场景中
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---@param characterId number 角色Id
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---@return boolean
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--------------------------
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function XRestaurantRoom:IsStaffInRoom(characterId)
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local role = self._CharacterMap[characterId]
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if not role then
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return false
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end
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return role:Exist()
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end
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--- 分配工作
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---@param characterId number
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---@param areaType number
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---@param index number
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---@param onLoadCb function 只有未加载时才会执行
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---@return void
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--------------------------
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function XRestaurantRoom:AssignWork(characterId, areaType, index, onLoadCb)
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self:LoadCharacter(characterId, function()
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if not self:Exist() then
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return
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end
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if onLoadCb then onLoadCb() end
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local target = self:GetWorkBenchModel(areaType, index)
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local role = self:GetCharacterModel(characterId)
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local benchData = XRestaurantConfigs.GetWorkBenchData(areaType, index)
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local pos = benchData.WorkPosition
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if XRestaurantConfigs.CheckIsSaleArea(areaType) then
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role:TryAddNavMeshAgent()
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end
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role:SetWorkBench(target, pos, areaType)
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end)
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end
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--- 取消工作
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---@param characterId number
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---@return void
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--------------------------
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function XRestaurantRoom:UnAssignWork(characterId)
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local exist = self:IsStaffInRoom(characterId)
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if not exist then
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return
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end
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self._CharacterMap[characterId]:UnAssignWork()
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self._PointsMap[characterId] = nil
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end
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--- 员工状态改变
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---@param characterId number 员工Id
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---@param state number 员工状态,目前这个参数无效
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--------------------------
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function XRestaurantRoom:ChangeStaffState(characterId, state)
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local exist = self:IsStaffInRoom(characterId)
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if not exist then
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return
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end
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self._CharacterMap[characterId]:ChangeState(state)
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end
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---@return UnityEngine.Transform
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--------------------------
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function XRestaurantRoom:GetCashierModel()
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return self._CashierModel
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end
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function XRestaurantRoom:GetBlackBoardModel()
|
||
|
return self._BlockBoard
|
||
|
end
|
||
|
|
||
|
--- 获取工作台变换
|
||
|
---@param areaType number 区域类型
|
||
|
---@param index number 工作台下标
|
||
|
---@return UnityEngine.Transform
|
||
|
--------------------------
|
||
|
function XRestaurantRoom:GetWorkBenchModel(areaType, index)
|
||
|
local map = self._WorkBenchModel[areaType]
|
||
|
if XTool.IsTableEmpty(map) then
|
||
|
return
|
||
|
end
|
||
|
local work = map[index]
|
||
|
return work and work.transform
|
||
|
end
|
||
|
|
||
|
---
|
||
|
---@param uiTransform UnityEngine.Transform
|
||
|
---@param targetTransform UnityEngine.Transform
|
||
|
---@param offset UnityEngine.Vector3
|
||
|
---@return void
|
||
|
--------------------------
|
||
|
function XRestaurantRoom:SetViewPosToTransformLocalPosition(uiTransform, targetTransform, offset)
|
||
|
local worldCamera = self._RestaurantCamera.Camera
|
||
|
if XTool.UObjIsNil(worldCamera) then
|
||
|
return
|
||
|
end
|
||
|
CS.XUiHelper.SetViewPosToTransformLocalPosition(self._RestaurantCamera.Camera, uiTransform, targetTransform, offset, self._UiGrid3DPivot)
|
||
|
end
|
||
|
|
||
|
function XRestaurantRoom:GetFreePointList()
|
||
|
local points = {}
|
||
|
local map = {}
|
||
|
for _, index in pairs(self._PointsMap) do
|
||
|
map[index] = true
|
||
|
end
|
||
|
for _, point in ipairs(self._RandomPoints) do
|
||
|
if not map[point:GetHashCode()] then
|
||
|
table.insert(points, point)
|
||
|
end
|
||
|
end
|
||
|
return points
|
||
|
end
|
||
|
|
||
|
function XRestaurantRoom:GetRandomPoint(characterId)
|
||
|
local points = self:GetFreePointList()
|
||
|
local count = #points
|
||
|
local index = math.random(1, count)
|
||
|
local transform = points[index]
|
||
|
self._PointsMap[characterId] = transform:GetHashCode()
|
||
|
|
||
|
return transform.position
|
||
|
end
|
||
|
|
||
|
--- 加载签到NPC
|
||
|
---@param signDay number 签到天数
|
||
|
---@param onLoadCb function 加载回调
|
||
|
--------------------------
|
||
|
function XRestaurantRoom:LoadSignNpc(signDay, onLoadCb)
|
||
|
if not self._SignNpc then
|
||
|
self._SignNpc = XRestaurantSignNpc.New(self._CharacterRoot, signDay)
|
||
|
elseif signDay ~= self._SignNpc:GetId() then
|
||
|
self._SignNpc:DisposeImmediately()
|
||
|
self._SignNpc = XRestaurantSignNpc.New(self._CharacterRoot, signDay)
|
||
|
end
|
||
|
|
||
|
self._SignNpc:Born(onLoadCb)
|
||
|
end
|
||
|
|
||
|
--- 改变签到NPC状态
|
||
|
---@param state number
|
||
|
--------------------------
|
||
|
function XRestaurantRoom:ChangeSignNpcState(state)
|
||
|
if not self._SignNpc then
|
||
|
return
|
||
|
end
|
||
|
|
||
|
self._SignNpc:ChangeState(state)
|
||
|
end
|
||
|
|
||
|
function XRestaurantRoom:SignNpcExist()
|
||
|
return self._SignNpc and self._SignNpc:Exist()
|
||
|
end
|
||
|
|
||
|
--- 加载订单Npc
|
||
|
---@param id number 角色id
|
||
|
---@param loadCb function 加载回调
|
||
|
--------------------------
|
||
|
function XRestaurantRoom:LoadOrderNpc(id, loadCb)
|
||
|
if not self._OrderNpc then
|
||
|
self._OrderNpc = XRestaurantOrderNpc.New(self._CharacterRoot, id)
|
||
|
elseif self._OrderNpc:GetId() ~= id then
|
||
|
self._OrderNpc:DisposeImmediately()
|
||
|
self._OrderNpc = XRestaurantOrderNpc.New(self._CharacterRoot, id)
|
||
|
end
|
||
|
|
||
|
self._OrderNpc:Born(loadCb)
|
||
|
end
|
||
|
|
||
|
--- 改变订单NPC状态
|
||
|
---@param state number
|
||
|
--------------------------
|
||
|
function XRestaurantRoom:ChangeOrderNpcState(state)
|
||
|
if not self._OrderNpc then
|
||
|
return
|
||
|
end
|
||
|
|
||
|
self._OrderNpc:ChangeState(state)
|
||
|
end
|
||
|
|
||
|
function XRestaurantRoom:OrderNpcExist()
|
||
|
return self._OrderNpc and self._OrderNpc:Exist()
|
||
|
end
|
||
|
|
||
|
function XRestaurantRoom:GetOrderNpcModel()
|
||
|
return self._OrderNpc and self._OrderNpc:GetTransform() or nil
|
||
|
end
|
||
|
|
||
|
---@param eventData UnityEngine.EventSystems.PointerEventData
|
||
|
function XRestaurantRoom:OnBeginDrag(eventData)
|
||
|
if XTool.UObjIsNil(self._GameObject) then
|
||
|
return
|
||
|
end
|
||
|
self._RestaurantCamera:OnBeginDrag()
|
||
|
for _, cb in ipairs(self._DragBeginListener or {}) do
|
||
|
cb(eventData)
|
||
|
end
|
||
|
end
|
||
|
|
||
|
---@param eventData UnityEngine.EventSystems.PointerEventData
|
||
|
function XRestaurantRoom:OnDrag(eventData)
|
||
|
local deltaX = eventData.delta.x
|
||
|
local radioX = deltaX / CameraXRatio
|
||
|
if deltaX == 0 then
|
||
|
return
|
||
|
end
|
||
|
|
||
|
self._RestaurantCamera:MoveCamera(-radioX)
|
||
|
end
|
||
|
|
||
|
---@param eventData UnityEngine.EventSystems.PointerEventData
|
||
|
function XRestaurantRoom:OnEndDrag(eventData)
|
||
|
if XTool.UObjIsNil(self._GameObject) then
|
||
|
return
|
||
|
end
|
||
|
self._RestaurantCamera:OnEndDrag()
|
||
|
for _, cb in ipairs(self._DragEndListener or {}) do
|
||
|
cb(eventData)
|
||
|
end
|
||
|
end
|
||
|
|
||
|
function XRestaurantRoom:AddBeginDragCb(cb)
|
||
|
table.insert(self._DragBeginListener, cb)
|
||
|
end
|
||
|
|
||
|
function XRestaurantRoom:AddEndDragCb(cb)
|
||
|
table.insert(self._DragEndListener, cb)
|
||
|
end
|
||
|
|
||
|
--每秒会执行一次
|
||
|
function XRestaurantRoom:Simulation(timeOfNow)
|
||
|
self:SimulationCustomer(timeOfNow)
|
||
|
end
|
||
|
|
||
|
function XRestaurantRoom:SimulationCustomer(timeOfNow)
|
||
|
if #self._CustomerList >= self._MaxCustomerCount then
|
||
|
return
|
||
|
end
|
||
|
if timeOfNow > self._NextLoadCustomer then
|
||
|
self:LoadCustomer(timeOfNow)
|
||
|
end
|
||
|
end
|
||
|
|
||
|
function XRestaurantRoom:LoadCustomer(timeOfNow)
|
||
|
local npcId = self:GetRandomCustomerNpcId()
|
||
|
if not XTool.IsNumberValid(npcId) then
|
||
|
return
|
||
|
end
|
||
|
local customer = XRestaurantCustomer.New(self._CharacterRoot, npcId)
|
||
|
customer:SetBornPoint(self._StartPoint, self._RedPoint, self._GreenPoint)
|
||
|
table.insert(self._CustomerList, customer)
|
||
|
customer:Load()
|
||
|
--未达到最大值时,刷新时间在加载后刷新
|
||
|
local nextLoad = math.random(self._RandomMin, self._RandomMax)
|
||
|
self._NextLoadCustomer = timeOfNow + nextLoad
|
||
|
end
|
||
|
|
||
|
function XRestaurantRoom:ClearAllCustomer()
|
||
|
local viewModel = XDataCenter.RestaurantManager.GetViewModel()
|
||
|
--不在营业期,不加载
|
||
|
if not viewModel or not viewModel:IsInBusiness() then
|
||
|
self._MaxCustomerCount = 0
|
||
|
end
|
||
|
|
||
|
for _, customer in ipairs(self._CustomerList) do
|
||
|
customer:Dispose()
|
||
|
end
|
||
|
self._CustomerList = {}
|
||
|
end
|
||
|
|
||
|
function XRestaurantRoom:GetRandomCustomerNpcId()
|
||
|
local index = math.random(1, self._CustomerTotal)
|
||
|
local npcId = self._CustomerIds[index]
|
||
|
local standingNpcId = XDataCenter.RestaurantManager.GetStandingOrderNpcId()
|
||
|
--随机到站岗的Npc时
|
||
|
if npcId == standingNpcId then
|
||
|
--更新池子
|
||
|
self:UpdateCustomerRandomPool(index, npcId)
|
||
|
--重新随机
|
||
|
return self:GetRandomCustomerNpcId()
|
||
|
end
|
||
|
local isRepeat = false
|
||
|
for _, customer in pairs(self._CustomerList) do
|
||
|
if customer:GetId() == npcId then
|
||
|
isRepeat = true
|
||
|
break
|
||
|
end
|
||
|
end
|
||
|
|
||
|
--随机到重复角色
|
||
|
if isRepeat then
|
||
|
--更新池子
|
||
|
self:UpdateCustomerRandomPool(index, npcId)
|
||
|
--重新随机
|
||
|
return self:GetRandomCustomerNpcId()
|
||
|
end
|
||
|
|
||
|
self:UpdateCustomerRandomPool(index, npcId)
|
||
|
return npcId
|
||
|
end
|
||
|
|
||
|
function XRestaurantRoom:UpdateCustomerRandomPool(index, npcId)
|
||
|
self._CustomerIds[index] = self._CustomerIds[self._CustomerTotal]
|
||
|
self._CustomerIds[self._CustomerTotal] = npcId
|
||
|
self._CustomerTotal = self._CustomerTotal - 1
|
||
|
if self._CustomerTotal <= 0 then
|
||
|
self._CustomerTotal = #self._CustomerIds
|
||
|
end
|
||
|
end
|
||
|
|
||
|
function XRestaurantRoom:RemoveCustomer(npcId)
|
||
|
local index
|
||
|
for idx, customer in ipairs(self._CustomerList) do
|
||
|
if customer:GetId() == npcId then
|
||
|
index = idx
|
||
|
break
|
||
|
end
|
||
|
end
|
||
|
|
||
|
--达到最大值时,刷新时间在销毁后刷新
|
||
|
if #self._CustomerList >= self._MaxCustomerCount then
|
||
|
local nextLoad = math.random(self._RandomMin, self._RandomMax)
|
||
|
self._NextLoadCustomer = XTime.GetServerNowTimestamp() + nextLoad
|
||
|
end
|
||
|
|
||
|
if index then
|
||
|
table.remove(self._CustomerList, index)
|
||
|
end
|
||
|
end
|
||
|
|
||
|
function XRestaurantRoom:GetCustomerRandomPoint()
|
||
|
local vec3 = CsVector3.zero
|
||
|
vec3.x = vec3.x + CsRandom.Range(self._PointMin.x, self._PointMax.x)
|
||
|
vec3.z = vec3.z + CsRandom.Range(self._PointMin.z, self._PointMax.z)
|
||
|
return vec3
|
||
|
end
|
||
|
|
||
|
return XRestaurantRoom
|