PGRData/Resources/Scripts/XUi/XUiRpgMakerGame/PlayMain/XUiRpgMakerGamePlayScene.lua

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2022-12-26 14:06:01 +05:30
local CSUnityEngineObjectInstantiate = CS.UnityEngine.Object.Instantiate
local Vector3 = CS.UnityEngine.Vector3
local CSXResourceManagerLoad = CS.XResourceManager.Load
local CSXResourceManagerLoadAsync = CS.XResourceManager.LoadAsync
local XRpgMakerGameBlock = require("XEntity/XRpgMakerGame/Object/XRpgMakerGameBlock")
local XRpgMakerGameGap = require("XEntity/XRpgMakerGame/Object/XRpgMakerGameGap")
local XRpgMakerGameCube = require("XEntity/XRpgMakerGame/Object/XRpgMakerGameCube")
local XUiRpgMakerGamePlayScene = XClass(nil, "XUiRpgMakerGamePlayScene")
function XUiRpgMakerGamePlayScene:LoadScene(mapId, sceneLoadCompleteCb, uiName)
self.MapId = mapId
self.UiName = uiName
local sceneAssetUrl = XRpgMakerGameConfigs.GetRpgMakerGamePrefab(mapId)
self.Resource = CSXResourceManagerLoadAsync(sceneAssetUrl)
CS.XTool.WaitCoroutine(self.Resource, function()
if not self.Resource or not self.Resource.Asset then
XLog.Error("XUiRpgMakerGamePlayScene LoadScene error, instantiate error, name: " .. sceneAssetUrl)
return
end
self.GameObject = CSUnityEngineObjectInstantiate(self.Resource.Asset)
self.SceneObjRoot = XUiHelper.TryGetComponent(self.GameObject.transform, "GroupBase")
self.BlockObjs = {}
self.GapObjs = {}
self.CubeObjs = {}
self:Init()
if sceneLoadCompleteCb then
sceneLoadCompleteCb()
end
end)
end
function XUiRpgMakerGamePlayScene:RemoveScene()
if self.GameObject then
CS.UnityEngine.GameObject.Destroy(self.GameObject)
self.GameObject = nil
end
if self.Resource then
self.Resource:Release()
self.Resource = nil
end
end
function XUiRpgMakerGamePlayScene:DisposeMonsterPatrolLineObjs()
for _, obj in pairs(self.MonsterPatrolLineObjs) do
obj:Dispose()
end
self.MonsterPatrolLineObjs = {}
end
function XUiRpgMakerGamePlayScene:Init()
if XTool.UObjIsNil(self.GameObject) then
return
end
self:InitCamera()
local mapId = self:GetMapId()
self:InitCube(mapId)
self:InitBlock(mapId)
self:InitPlayer(mapId)
self:InitMonster(mapId)
self:InitGap(mapId)
self:InitEndPoint(mapId)
self:InitTriggerPoint(mapId)
end
function XUiRpgMakerGamePlayScene:InitCamera()
self.Camera = self.GameObject.transform:Find("Camera"):GetComponent("Camera")
end
function XUiRpgMakerGamePlayScene:InitTriggerPoint(mapId)
local triggerIdList = XRpgMakerGameConfigs.GetRpgMakerGameMapIdToTriggerIdList(mapId)
local sceneObjRoot = self:GetSceneObjRoot()
local triggerObj
local modelPath
local triggerType
for _, triggerId in ipairs(triggerIdList) do
triggerObj = XDataCenter.RpgMakerGameManager.GetTriggerObj(triggerId)
triggerType = XRpgMakerGameConfigs.GetRpgMakerGameTriggerType(triggerId)
modelPath = XRpgMakerGameConfigs.GetRpgMakerGameTriggerPath(triggerType)
triggerObj:LoadModel(modelPath, sceneObjRoot)
end
self:InitTriggerPointPosition(mapId)
end
function XUiRpgMakerGamePlayScene:InitTriggerPointPosition(mapId)
local triggerIdList = XRpgMakerGameConfigs.GetRpgMakerGameMapIdToTriggerIdList(mapId)
local triggerObj
local x, y
local cube
local cubePosition
for _, triggerId in ipairs(triggerIdList) do
triggerObj = XDataCenter.RpgMakerGameManager.GetTriggerObj(triggerId)
x = XRpgMakerGameConfigs.GetRpgMakerGameTriggerX(triggerId)
y = XRpgMakerGameConfigs.GetRpgMakerGameTriggerY(triggerId)
cube = self:GetCubeObj(y, x)
cubePosition = cube:GetGameObjUpCenterPosition()
triggerObj:UpdatePosition({PositionX = x, PositionY = y})
triggerObj:SetGameObjectPosition(cubePosition)
triggerObj:UpdateObjTriggerStatus(true)
end
end
--初始化缝隙
function XUiRpgMakerGamePlayScene:InitGap(mapId)
local sceneGameRoot = self:GetSceneObjRoot()
local gapIdList = XRpgMakerGameConfigs.GetRpgMakerGameMapIdToGapIdList(mapId)
local x, y
local direction
local gameObj
local cube
local cubePosition
local modelPath = XRpgMakerGameConfigs.GetRpgMakerGameModelPath("Gap")
for _, gapId in ipairs(gapIdList) do
gameObj = XRpgMakerGameGap.New(gapId)
gameObj:LoadModel(modelPath, sceneGameRoot)
x = XRpgMakerGameConfigs.GetRpgMakerGameGapX(gapId)
y = XRpgMakerGameConfigs.GetRpgMakerGameGapY(gapId)
direction = XRpgMakerGameConfigs.GetRpgMakerGameGapDirection(gapId)
cube = self:GetCubeObj(y, x)
cubePosition = cube:GetGameObjUpCenterPosition()
gameObj:UpdatePosition({PositionX = x, PositionY = y})
gameObj:SetGameObjectPosition(cubePosition)
gameObj:ChangeDirectionAction({Direction = direction})
self.GapObjs[gapId] = gameObj
end
end
--初始化终点
function XUiRpgMakerGamePlayScene:InitEndPoint(mapId)
local endPointObj = XDataCenter.RpgMakerGameManager.GetEndPointObj()
local sceneObjRoot = self:GetSceneObjRoot()
local modelPath = endPointObj:IsOpen() and XRpgMakerGameConfigs.GetRpgMakerGameModelPath("GoldOpen") or XRpgMakerGameConfigs.GetRpgMakerGameModelPath("GoldClose")
endPointObj:LoadModel(modelPath, sceneObjRoot)
self:InitEndPointPosition(mapId)
end
function XUiRpgMakerGamePlayScene:InitEndPointPosition(mapId)
local endPointObj = XDataCenter.RpgMakerGameManager.GetEndPointObj()
local endPointId = endPointObj:GetId()
local x = XRpgMakerGameConfigs.GetRpgMakerGameEndPointX(endPointId)
local y = XRpgMakerGameConfigs.GetRpgMakerGameEndPointY(endPointId)
local cube = self:GetCubeObj(y, x)
local cubePosition = cube:GetGameObjUpCenterPosition()
endPointObj:UpdatePosition({PositionX = x, PositionY = y})
endPointObj:SetGameObjectPosition(cubePosition)
end
function XUiRpgMakerGamePlayScene:InitMonster(mapId)
local monsterIdList = XRpgMakerGameConfigs.GetRpgMakerGameMapIdToMonsterIdList(mapId)
local sceneObjRoot = self:GetSceneObjRoot()
local monsterObj
local modelPath
local modelName
local uiName = self:GetUiName()
for _, monsterId in ipairs(monsterIdList) do
monsterObj = XDataCenter.RpgMakerGameManager.GetMonsterObj(monsterId)
modelName = XRpgMakerGameConfigs.GetRpgMakerGameMonsterPrefab(monsterId)
modelPath = XModelManager.GetModelPath(modelName)
monsterObj:LoadModel(modelPath, sceneObjRoot, modelName)
monsterObj:SetAnimator(modelName, uiName)
monsterObj:CheckLoadTriggerEndEffect()
end
self:InitMonsterPosition(mapId)
self:InitMonsterViewArea(mapId)
end
--设置怪物模型初始视野范围
function XUiRpgMakerGamePlayScene:InitMonsterViewArea(mapId)
local monsterIdList = XRpgMakerGameConfigs.GetRpgMakerGameMapIdToMonsterIdList(mapId)
local monsterObj
for _, monsterId in ipairs(monsterIdList) do
monsterObj = XDataCenter.RpgMakerGameManager.GetMonsterObj(monsterId)
monsterObj:SetGameObjectViewArea()
end
end
--设置怪物模型初始位置
function XUiRpgMakerGamePlayScene:InitMonsterPosition(mapId, isUseSelfObjPosY)
local monsterIdList = XRpgMakerGameConfigs.GetRpgMakerGameMapIdToMonsterIdList(mapId)
local monsterObj
local x, y
local direction
local cube
local cubePosition
local position
local transform
local modelName
for _, monsterId in ipairs(monsterIdList) do
monsterObj = XDataCenter.RpgMakerGameManager.GetMonsterObj(monsterId)
x = XRpgMakerGameConfigs.GetRpgMakerGameMonsterX(monsterId)
y = XRpgMakerGameConfigs.GetRpgMakerGameMonsterY(monsterId)
direction = XRpgMakerGameConfigs.GetRpgMakerGameMonsterDirection(monsterId)
cube = self:GetCubeObj(y, x)
cubePosition = cube:GetGameObjUpCenterPosition()
transform = monsterObj:GetTransform()
modelName = XRpgMakerGameConfigs.GetRpgMakerGameMonsterPrefab(monsterId)
monsterObj:SetGameObjectPosition(cubePosition)
monsterObj:ChangeDirectionAction({Direction = direction})
end
end
function XUiRpgMakerGamePlayScene:InitPlayer(mapId)
local playerObj = XDataCenter.RpgMakerGameManager.GetPlayerObj()
--加载玩家角色模型
local roleId = playerObj:GetId()
local uiName = self:GetUiName()
local modelName = XRpgMakerGameConfigs.GetRpgMakerGameRoleModelAssetPath(roleId)
local modelPath = XModelManager.GetModelPath(modelName)
local sceneObjRoot = self:GetSceneObjRoot()
playerObj:LoadModel(modelPath, sceneObjRoot, modelName)
playerObj:SetAnimator(modelName, uiName)
self:InitPlayerPosition(mapId)
playerObj:LoadMoveDirectionEffect()
playerObj:SetMoveDirectionEffectActive(false)
end
--设置玩家角色模型初始位置
function XUiRpgMakerGamePlayScene:InitPlayerPosition(mapId, isUseSelfObjPosY)
local playerObj = XDataCenter.RpgMakerGameManager.GetPlayerObj()
local roleId = playerObj:GetId()
local startPointId = XRpgMakerGameConfigs.GetRpgMakerGameStartPointId(mapId)
local x = XRpgMakerGameConfigs.GetRpgMakerGameStartPointX(startPointId)
local y = XRpgMakerGameConfigs.GetRpgMakerGameStartPointY(startPointId)
local direction = XRpgMakerGameConfigs.GetRpgMakerGameStartPointDirection(startPointId)
local cube = self:GetCubeObj(y, x)
local objSize = cube:GetGameObjSize()
local cubePosition = cube:GetGameObjUpCenterPosition()
playerObj:SetGameObjectPosition(cubePosition)
playerObj:ChangeDirectionAction({Direction = direction})
end
--初始化地面
function XUiRpgMakerGamePlayScene:InitCube(mapId)
local transform = self.GameObject.transform
local sceneObjRoot = self:GetSceneObjRoot()
local cube = XUiHelper.TryGetComponent(sceneObjRoot.transform, "ScenePuzzle01_03Hezi01")
if not cube then
XLog.Error(string.format("XUiRpgMakerGamePlayScene:InitCube没找到ScenePuzzle01_03Hezi01对象 mapId%ssceneObjRoot%s", mapId, sceneObjRoot))
return
end
local cubeMeshFilter = cube:GetComponent("MeshFilter")
local cubeSize = cubeMeshFilter.mesh.bounds.size
local row = XRpgMakerGameConfigs.GetRpgMakerGameRow(mapId)
local col = XRpgMakerGameConfigs.GetRpgMakerGameCol(mapId)
local modelPath
local gameObjPositionX
local gameObjPositionY
local gameObj
local firstModelPath
local secondModelPath
local cubeModelPath1 = XRpgMakerGameConfigs.GetRpgMakerGameModelPath("Cube1")
local cubeModelPath2 = XRpgMakerGameConfigs.GetRpgMakerGameModelPath("Cube2")
for i = 1, row do
self.CubeObjs[i] = {}
firstModelPath = i % 2 ~= 0 and cubeModelPath1 or cubeModelPath2
secondModelPath = i % 2 == 0 and cubeModelPath1 or cubeModelPath2
for j = 1, col do
modelPath = j % 2 ~= 0 and firstModelPath or secondModelPath
gameObjPositionX = cube.position.x + cubeSize.x * (j - 1)
gameObjPositionY = cube.position.z + cubeSize.z * (i - 1)
gameObj = XRpgMakerGameCube.New()
gameObj:LoadModel(modelPath, sceneObjRoot)
gameObj:SetGameObjectPosition(Vector3(gameObjPositionX, cube.position.y, gameObjPositionY))
self.CubeObjs[i][j] = gameObj
end
end
end
--初始化阻挡物
function XUiRpgMakerGamePlayScene:InitBlock(mapId)
local blockIdList = XRpgMakerGameConfigs.GetRpgMakerGameMapIdToBlockIdList(mapId)
local blockRow
local colList
local blockObjTemp
local sceneObjRoot = self:GetSceneObjRoot()
local cube
local cubePosition
local modelPath = XRpgMakerGameConfigs.GetRpgMakerGameModelPath("Block")
for _, blockId in ipairs(blockIdList) do
blockRow = XRpgMakerGameConfigs.GetRpgMakerGameBlockRow(blockId)
colList = XRpgMakerGameConfigs.GetRpgMakerGameBlockColList(blockId)
for colNum, blockStatus in ipairs(colList) do
if blockStatus == XRpgMakerGameConfigs.XRpgMakerGameBlockStatus.Block then
cube = self:GetCubeObj(blockRow, colNum)
cubePosition = cube:GetGameObjUpCenterPosition()
blockObjTemp = XRpgMakerGameBlock.New()
blockObjTemp:LoadModel(modelPath, sceneObjRoot)
blockObjTemp:UpdatePosition({PositionX = blockRow, PositionY = colNum})
blockObjTemp:SetGameObjectPosition(cubePosition)
if not self.BlockObjs[blockRow] then
self.BlockObjs[blockRow] = {}
end
self.BlockObjs[blockRow][colNum] = blockObjTemp
end
end
end
end
function XUiRpgMakerGamePlayScene:GetMapId()
return self.MapId
end
function XUiRpgMakerGamePlayScene:GetCubeObj(row, col)
return self.CubeObjs[row] and self.CubeObjs[row][col]
end
function XUiRpgMakerGamePlayScene:GetCubeObjs()
return self.CubeObjs
end
function XUiRpgMakerGamePlayScene:GetSceneObjRoot()
return self.SceneObjRoot
end
function XUiRpgMakerGamePlayScene:IsSceneNil()
return XTool.UObjIsNil(self.GameObject)
end
function XUiRpgMakerGamePlayScene:SetSceneActive(isActive)
if not self:IsSceneNil() then
self.GameObject.gameObject:SetActiveEx(isActive)
end
end
--重置
function XUiRpgMakerGamePlayScene:Reset()
self:BackUp()
end
--后退
function XUiRpgMakerGamePlayScene:BackUp()
local mapId = self:GetMapId()
local playerObj = XDataCenter.RpgMakerGameManager.GetPlayerObj()
playerObj:UpdateObjPosAndDirection()
playerObj:CheckIsDeath()
local monsterIdList = XRpgMakerGameConfigs.GetRpgMakerGameMapIdToMonsterIdList(mapId)
local monsterObj
for _, monsterId in ipairs(monsterIdList) do
monsterObj = XDataCenter.RpgMakerGameManager.GetMonsterObj(monsterId)
if monsterObj then
monsterObj:UpdateObjPosAndDirection()
monsterObj:CheckIsDeath()
monsterObj:RemovePatrolLineObjs()
monsterObj:SetGameObjectViewArea()
end
end
self:UpdateEndPointObjStatus()
self:UpdateTriggeObjStatus(mapId)
end
function XUiRpgMakerGamePlayScene:UpdateEndPointObjStatus()
local endPointObj = XDataCenter.RpgMakerGameManager.GetEndPointObj()
endPointObj:UpdateObjStatus()
end
function XUiRpgMakerGamePlayScene:UpdateTriggeObjStatus(mapId)
local triggerIdList = XRpgMakerGameConfigs.GetRpgMakerGameMapIdToTriggerIdList(mapId)
local triggerObj
for _, triggerId in ipairs(triggerIdList) do
triggerObj = XDataCenter.RpgMakerGameManager.GetTriggerObj(triggerId)
triggerObj:UpdateObjTriggerStatus()
end
end
function XUiRpgMakerGamePlayScene:PlayAnimation()
self.PlayableDirector = XUiHelper.TryGetComponent(self.GameObject.transform, "Animation/AnimEnable", "PlayableDirector")
if self.PlayableDirector then
self.PlayableDirector.gameObject:SetActiveEx(true)
self.PlayableDirector:Play()
end
end
function XUiRpgMakerGamePlayScene:GetUiName()
return self.UiName
end
function XUiRpgMakerGamePlayScene:GetBlockObj(pointY, pointX)
return self.BlockObjs and self.BlockObjs[pointY] and self.BlockObjs[pointY][pointX]
end
function XUiRpgMakerGamePlayScene:GetGapObj(gapId)
return self.GapObjs and self.GapObjs[gapId]
end
function XUiRpgMakerGamePlayScene:GetSceneCamera()
return self.Camera
end
return XUiRpgMakerGamePlayScene