1569 lines
50 KiB
Lua
1569 lines
50 KiB
Lua
|
---@class XUiPanelRoleModel
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local XUiPanelRoleModel = XClass(nil, "XUiPanelRoleModel")
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local AnimeLayer = {
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Body = 0,
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Face = 1
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}
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--==============================--
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-- RoleModelPool = {["model"] = model, ["weaponList"] = list, ["characterId"] = characterId}
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--==============================--
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function XUiPanelRoleModel:Ctor(
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ui,
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refName,
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hideWeapon,
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showShadow,
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loadClip,
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setFocus,
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fixLight,
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playEffectFunc,
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clearUiChildren,
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useMultiModel)
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self.Ui = ui
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self.RefName = refName or "DefaultName"
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self.GameObject = ui.gameObject
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self.Transform = ui.transform
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if clearUiChildren then -- 初始化时是否清空model挂点下所有物体
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XTool.DestroyChildren(ui.gameObject)
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end
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self.RoleModelPool = {}
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self.HideWeapon = hideWeapon and true or false
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self.ShowShadow = showShadow
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self.SetFocus = setFocus
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self.FixLight = fixLight
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self.PlayEffectFunc = playEffectFunc
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if loadClip == nil then
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self.InitLoadClip = true
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else
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self.InitLoadClip = loadClip and true
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end
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self.LoadClip = self.InitLoadClip
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if useMultiModel == nil then
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self.UseMultiModel = true
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end
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end
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--设置默认动画
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function XUiPanelRoleModel:SetDefaultAnimation(animationName)
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self.DefaultAnimation = animationName
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end
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--[[ 根据roleName从UiModel获取配置
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如果没有Display控制器,直接加载默认动画,否则加载控制器并播控制器默认动画
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PS:如果配置了Fasion控制层,直接以Fasion控制器为主
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]]
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function XUiPanelRoleModel:UpdateRoleModelWithAutoConfig(
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roleName,
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targetUiName,
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cb,
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isReLoadController,
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needFightController)
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local displayController = XModelManager.GetUiDisplayControllerPath(roleName)
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local defaultAnimation = XModelManager.GetUiDefaultAnimationPath(roleName)
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self:UpdateRoleModel(
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roleName,
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nil,
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targetUiName,
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cb,
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defaultAnimation ~= nil,
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displayController ~= nil,
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isReLoadController,
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needFightController
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)
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end
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function XUiPanelRoleModel:UpdateRoleModel(
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roleName,
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targetPanelRole,
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targetUiName,
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cb,
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IsReLoadAnime,
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needDisplayController,
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IsReLoadController,
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needFightController)
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if not roleName then
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XLog.Error("XUiPanelCharRole:UpdateRoleModel 函数错误: 参数roleName不能为空")
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return
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end
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local isSpecialModel, isMultiModel = XModelManager.CheckModelIsSpecial(roleName, targetUiName)
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if self.UseMultiModel and isMultiModel then
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if not self.NewPanel then
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self.UseMultiModel = false
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self.NewPanel = XUiPanelRoleModel.New(
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self.Ui,
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self.RefName,
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self.HideWeapon,
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self.ShowShadow,nil,nil,nil,nil,nil,self.UseMultiModel)
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end
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end
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if self.NewPanel and isMultiModel then
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local minorModelId = XModelManager.GetMinorModelId(roleName, targetUiName)
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if not minorModelId then
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self.NewPanel = nil
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else
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self.NewPanel:UpdateRoleModel(
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minorModelId,
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targetPanelRole,
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targetUiName,
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cb,
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IsReLoadAnime,
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needDisplayController,
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IsReLoadController,
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needFightController)
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end
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end
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--特殊模型 && 单模型
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if isSpecialModel and not isMultiModel then
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roleName = XModelManager.GetSpecialModelId(roleName, targetUiName)
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end
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local defaultAnimation = self.DefaultAnimation or XModelManager.GetUiDefaultAnimationPath(roleName)
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self.DefaultAnimation = nil
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local modelPool = self.RoleModelPool
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local curRoleName = self.CurRoleName
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local curModelInfo = modelPool[curRoleName]
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if curModelInfo then
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curModelInfo.Model.gameObject:SetActiveEx(false)
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curModelInfo.time = XTime.GetServerNowTimestamp()
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end
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if curRoleName ~= roleName then
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self.CurRoleName = roleName
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end
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local runtimeControllerName
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--特殊时装只加载配置的动画状态机Controller
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runtimeControllerName = (not needFightController) and XModelManager.GetUiFashionControllerPath(roleName)
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if not runtimeControllerName then
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--如果没有配置,再加载配置展示用的动画状态机Controller
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if needDisplayController then
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runtimeControllerName = XModelManager.GetUiDisplayControllerPath(roleName)
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end
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if needFightController then
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runtimeControllerName = XModelManager.GetUiControllerPath(roleName)
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end
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end
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--如果用状态机就不需要手动加载animclip了
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if runtimeControllerName then
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self.LoadClip = nil
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else
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self.LoadClip = self.InitLoadClip --复原成一开始传入的参数
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end
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local needRemove = nil
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local nowTime = XTime.GetServerNowTimestamp()
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for k, v in pairs(modelPool) do
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--不等于当前要显示的模型且时间超出5秒的都要删掉
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if k ~= roleName and v and v.time then
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local diff = nowTime - v.time
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if diff >= 5 then
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if needRemove == nil then
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needRemove = {}
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end
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table.insert(needRemove, k)
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end
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end
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end
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--删除超时的模型
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if needRemove then
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for i = 1, #needRemove do
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local tempRoleName = needRemove[i]
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local modelInfo = modelPool[tempRoleName]
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if modelInfo.Model and modelInfo.Model:Exist() then
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CS.UnityEngine.Object.Destroy(modelInfo.Model.gameObject)
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end
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modelPool[tempRoleName] = nil
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--如果是多重模型,删除时一并删除副模型
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local isSpModel, isMulModel = XModelManager.CheckModelIsSpecial(tempRoleName, targetUiName)
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if isSpModel and isMulModel and self.NewPanel then
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local tempMinorModelId = XModelManager.GetMinorModelId(tempRoleName, targetUiName)
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if tempMinorModelId then
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self.NewPanel.RoleModelPool[tempMinorModelId] = nil
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end
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end
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end
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end
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local modelInfo = modelPool[roleName]
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if IsReLoadAnime then
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self:LoadModelAndReLoadAnime(
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modelInfo,
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targetUiName,
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roleName,
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defaultAnimation,
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cb,
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runtimeControllerName,
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IsReLoadController
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)
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else
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self:LoadModelAndNotReLoadAnime(
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modelInfo,
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targetUiName,
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roleName,
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defaultAnimation,
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cb,
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runtimeControllerName,
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IsReLoadController
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)
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end
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end
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function XUiPanelRoleModel:LoadModelAndNotReLoadAnime(
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modelInfo,
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targetUiName,
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roleName,
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defaultAnimation,
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cb,
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runtimeControllerName,
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IsReLoadController) --更新加载同一个模型时不重新加载动画
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if modelInfo then
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modelInfo.Model.gameObject:SetActiveEx(true)
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if IsReLoadController then
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self:RoleModelLoaded(roleName, targetUiName, cb, runtimeControllerName)
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else
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self:RoleModelLoaded(roleName, targetUiName, cb)
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end
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else
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XModelManager.LoadRoleModel(
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self.CurRoleName,
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self.Transform,
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function(model)
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local tmpModelInfo = {}
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tmpModelInfo.Model = model
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tmpModelInfo.RenderingProxy = CS.XNPCRendingUIProxy.GetNPCRendingUIProxy(model)
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self.RoleModelPool[roleName] = tmpModelInfo
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if self.LoadClip then
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self:LoadAnimationClips(
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model.gameObject,
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defaultAnimation,
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function()
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self:RoleModelLoaded(roleName, targetUiName, cb, runtimeControllerName)
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end
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)
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else
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self:RoleModelLoaded(roleName, targetUiName, cb, runtimeControllerName)
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end
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local isSpecialModel, isMultiModel = XModelManager.CheckModelIsSpecial(self.CurRoleName, targetUiName)
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if self.NewPanel and isMultiModel then
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local newModelName = XModelManager.GetMinorModelId(self.CurRoleName, targetUiName)
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local info = self.NewPanel.RoleModelPool[newModelName]
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if info then
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info.Model.transform:SetParent(model.transform, false)
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info.Model.gameObject:SetLayerRecursively(model.gameObject.layer)
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end
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end
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end)
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end
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end
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function XUiPanelRoleModel:LoadModelAndReLoadAnime(
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modelInfo,
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targetUiName,
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roleName,
|
|||
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defaultAnimation,
|
|||
|
cb,
|
|||
|
runtimeControllerName,
|
|||
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IsReLoadController) --更新加载同一个模型时重新加载动画
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if modelInfo then
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modelInfo.Model.gameObject:SetActiveEx(true)
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self:LoadSingleAnimationClip(
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modelInfo.Model.gameObject,
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defaultAnimation,
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function()
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self:RoleModelLoaded(roleName, targetUiName, cb)
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end
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)
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else
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XModelManager.LoadRoleModel(
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self.CurRoleName,
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self.Transform,
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function(model)
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local tmpModelInfo = {}
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tmpModelInfo.Model = model
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tmpModelInfo.RenderingProxy = CS.XNPCRendingUIProxy.GetNPCRendingUIProxy(model)
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self.RoleModelPool[roleName] = tmpModelInfo
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|
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self:LoadSingleAnimationClip(
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model.gameObject,
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defaultAnimation,
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function()
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self:RoleModelLoaded(roleName, targetUiName, cb)
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end
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)
|
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|
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local isSpecialModel, isMultiModel = XModelManager.CheckModelIsSpecial(self.CurRoleName, targetUiName)
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if self.NewPanel and isMultiModel then
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local newModelName = XModelManager.GetMinorModelId(self.CurRoleName, targetUiName)
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local info = self.NewPanel.RoleModelPool[newModelName]
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if info then
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info.Model.transform:SetParent(model.transform, false)
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info.Model.gameObject:SetLayerRecursively(model.gameObject.layer)
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end
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end
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end)
|
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end
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end
|
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|
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function XUiPanelRoleModel:LoadAnimationClips(model, defaultAnimation, cb)
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if model == nil or not model:Exist() then
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XLog.Error("XUiPanelRoleModel.LoadAnimation 函数错误,参数model不能为空")
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return
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end
|
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|
|
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local loadAnimationClip = model.gameObject:GetComponent(typeof(CS.XLoadAnimationClip))
|
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if loadAnimationClip == nil or not loadAnimationClip:Exist() then
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loadAnimationClip = model.gameObject:AddComponent(typeof(CS.XLoadAnimationClip))
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if not loadAnimationClip:Exist() then
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XLog.Error("XUiPanelRoleModel.LoadAnimation XLoadAnimationClip不存在")
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return
|
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end
|
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|
|
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local clips = { defaultAnimation }
|
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if XTool.IsTableEmpty(clips) then
|
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XLog.Error("XUiPanelRoleModel.LoadAnimation error: defaultAnimation为空")
|
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return
|
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end
|
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|
|
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local activeState = model.gameObject.activeSelf
|
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|
model.gameObject:SetActiveEx(false)
|
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loadAnimationClip:LoadAnimationClips(
|
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|
clips,
|
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|
function()
|
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|
model.gameObject:SetActiveEx(activeState)
|
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|
if cb then
|
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cb()
|
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|
end
|
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|
end
|
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|
)
|
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|
else
|
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|
if cb then
|
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|
cb()
|
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|
end
|
|||
|
end
|
|||
|
end
|
|||
|
|
|||
|
function XUiPanelRoleModel:LoadSingleAnimationClip(model, defaultAnimation, cb)
|
|||
|
if model == nil or not model:Exist() then
|
|||
|
local modelPool = self.RoleModelPool
|
|||
|
local curRoleName = self.CurRoleName
|
|||
|
local curModelInfo = modelPool[curRoleName]
|
|||
|
if curModelInfo then
|
|||
|
model = curModelInfo.Model.gameObject
|
|||
|
else
|
|||
|
XLog.Error("XUiPanelRoleModel.LoadAnimation model = nil ")
|
|||
|
return
|
|||
|
end
|
|||
|
end
|
|||
|
|
|||
|
local loadAnimationClip = model.gameObject:GetComponent(typeof(CS.XLoadAnimationClip))
|
|||
|
|
|||
|
if loadAnimationClip == nil or not loadAnimationClip:Exist() then
|
|||
|
loadAnimationClip = model.gameObject:AddComponent(typeof(CS.XLoadAnimationClip))
|
|||
|
end
|
|||
|
|
|||
|
local activeState = model.gameObject.activeSelf
|
|||
|
model.gameObject:SetActiveEx(false)
|
|||
|
loadAnimationClip:LoadSingleAnimationClip(
|
|||
|
defaultAnimation,
|
|||
|
function()
|
|||
|
model.gameObject:SetActiveEx(activeState)
|
|||
|
if cb then
|
|||
|
cb()
|
|||
|
end
|
|||
|
end
|
|||
|
)
|
|||
|
end
|
|||
|
|
|||
|
function XUiPanelRoleModel:RoleModelLoaded(name, uiName, cb, runtimeControllerName)
|
|||
|
if not self.CurRoleName then
|
|||
|
return
|
|||
|
end
|
|||
|
local modelInfo = self.RoleModelPool[self.CurRoleName]
|
|||
|
if not modelInfo then
|
|||
|
return
|
|||
|
end
|
|||
|
local model = modelInfo.Model
|
|||
|
|
|||
|
XModelManager.SetRoleTransform(name, model, uiName)
|
|||
|
XModelManager.SetRoleCamera(name, model.transform.parent.parent.parent, uiName)
|
|||
|
|
|||
|
if runtimeControllerName then
|
|||
|
local animator = model:GetComponent("Animator")
|
|||
|
local runtimeController = CS.LoadHelper.LoadUiController(runtimeControllerName, self.RefName)
|
|||
|
animator.runtimeAnimatorController = runtimeController
|
|||
|
end
|
|||
|
|
|||
|
if self.SetFocus then
|
|||
|
CS.XGraphicManager.Focus = model.transform
|
|||
|
end
|
|||
|
|
|||
|
if cb then
|
|||
|
cb(model)
|
|||
|
end
|
|||
|
|
|||
|
-- 阴影要放在武器模型加载完之后
|
|||
|
if self.ShowShadow then
|
|||
|
CS.XShadowHelper.AddShadow(self.GameObject)
|
|||
|
end
|
|||
|
|
|||
|
-- 只有不是三个模型同时出现的界面调用此接口
|
|||
|
if not self.FixLight then
|
|||
|
CS.XShadowHelper.SetCharRealtimeShadow(self.GameObject, true)
|
|||
|
end
|
|||
|
end
|
|||
|
|
|||
|
function XUiPanelRoleModel:GetModelName(characterId)
|
|||
|
local quality
|
|||
|
local character = XDataCenter.CharacterManager.GetCharacter(characterId)
|
|||
|
if character then
|
|||
|
quality = character.Quality
|
|||
|
end
|
|||
|
|
|||
|
return XDataCenter.CharacterManager.GetCharModel(characterId, quality)
|
|||
|
end
|
|||
|
--region---------------------------------加载Ui角色动作特效start---------------------------
|
|||
|
--==============================--
|
|||
|
--desc: (外部接口)加载当前Ui角色动作特效
|
|||
|
--@characterId: 角色id
|
|||
|
--@actionId: 动作Id
|
|||
|
--==============================--
|
|||
|
function XUiPanelRoleModel:LoadCharacterUiEffect(characterId, actionId, isNotSelf)
|
|||
|
if not characterId then
|
|||
|
return
|
|||
|
end
|
|||
|
local fashionId = XDataCenter.CharacterManager.GetShowFashionId(characterId, isNotSelf)
|
|||
|
local id, rootName, effectPath = XCharacterUiEffectConfig.GetEffectInfo(characterId, fashionId, actionId)
|
|||
|
local model = self.RoleModelPool[self.CurRoleName]
|
|||
|
if not model.CharacterId then
|
|||
|
model.CharacterId = characterId
|
|||
|
end
|
|||
|
self:SetCurrentUiEffectActive(model, false)
|
|||
|
if not model.NotUiStand1 then
|
|||
|
local playRoleAnimation = model.Model.gameObject:GetComponent("XPlayRoleAnimation")
|
|||
|
if playRoleAnimation then
|
|||
|
local defaultAnimeName = playRoleAnimation.DefaultClip
|
|||
|
model.NotUiStand1 = defaultAnimeName ~= "UiStand1"
|
|||
|
else
|
|||
|
model.NotUiStand1 = true
|
|||
|
return
|
|||
|
end
|
|||
|
end
|
|||
|
if not actionId and model.NotUiStand1 then
|
|||
|
return
|
|||
|
end
|
|||
|
if not id or not effectPath then
|
|||
|
return
|
|||
|
end
|
|||
|
if not actionId then
|
|||
|
model.UiDefaultId = id
|
|||
|
end
|
|||
|
self:PlayCharacterUiEffect(model, id, rootName, effectPath)
|
|||
|
end
|
|||
|
--==============================--
|
|||
|
--desc: (外部接口)加载时装展示Ui角色动作特效
|
|||
|
--@characterId: 角色id
|
|||
|
--@fashionId: 时装Id
|
|||
|
--==============================--
|
|||
|
function XUiPanelRoleModel:LoadResCharacterUiEffect(characterId, fashionId)
|
|||
|
if not characterId then
|
|||
|
return
|
|||
|
end
|
|||
|
local id, rootName, effectPath = XCharacterUiEffectConfig.GetEffectInfo(characterId, fashionId)
|
|||
|
if not id or not effectPath then
|
|||
|
return
|
|||
|
end
|
|||
|
local model = self.RoleModelPool[self.CurRoleName]
|
|||
|
if not model.CharacterId then
|
|||
|
model.CharacterId = characterId
|
|||
|
end
|
|||
|
self:SetCurrentUiEffectActive(model, false)
|
|||
|
local playRoleAnimation = model.Model.gameObject:GetComponent("XPlayRoleAnimation")
|
|||
|
if playRoleAnimation then
|
|||
|
local defaultAnimeName = playRoleAnimation.DefaultClip
|
|||
|
model.NotUiStand1 = defaultAnimeName ~= "UiStand1"
|
|||
|
if model.NotUiStand1 then
|
|||
|
return
|
|||
|
end
|
|||
|
else
|
|||
|
model.NotUiStand1 = true
|
|||
|
return
|
|||
|
end
|
|||
|
self:PlayCharacterUiEffect(model, id, rootName, effectPath)
|
|||
|
end
|
|||
|
--==============================--
|
|||
|
--desc: (外部接口)加载Ui角色默认动作特效
|
|||
|
--==============================--
|
|||
|
function XUiPanelRoleModel:LoadCurrentCharacterDefaultUiEffect()
|
|||
|
local model = self.RoleModelPool[self.CurRoleName]
|
|||
|
if model.NotUiStand1 or not model.UiDefaultId then
|
|||
|
return
|
|||
|
end
|
|||
|
self:SetCurrentUiEffectActive(model, false)
|
|||
|
local fashionId = XDataCenter.CharacterManager.GetShowFashionId(model.CharacterId)
|
|||
|
local _, rootName, effectPath = XCharacterUiEffectConfig.GetEffectInfo(model.CharacterId, fashionId)
|
|||
|
self:PlayCharacterUiEffect(model, model.UiDefaultId, rootName, effectPath)
|
|||
|
end
|
|||
|
--==============================--
|
|||
|
--desc: 播放Ui角色动作特效
|
|||
|
--==============================--
|
|||
|
function XUiPanelRoleModel:PlayCharacterUiEffect(model, id, rootName, effectPath)
|
|||
|
self:GetModelUiEffect(model, id, rootName, effectPath)
|
|||
|
self:SetCurrentUiEffectActive(model, true)
|
|||
|
end
|
|||
|
--==============================--
|
|||
|
--desc: 获取Ui角色动作特效
|
|||
|
--==============================--
|
|||
|
function XUiPanelRoleModel:GetModelUiEffect(model, id, rootNameArray, effectPathArray)
|
|||
|
if model.UiEffect and model.CurrentUiEffectId == id then
|
|||
|
return model.UiEffect
|
|||
|
end
|
|||
|
model.CurrentUiEffectId = id
|
|||
|
-- 不管上次的特效,因为XUiLoadPrefab已经处理了重复加载问题(XUiLoadPrefab组件同一个挂点只会生成一个Prefab,旧的会自动销毁)
|
|||
|
model.UiEffect = {}
|
|||
|
local uiEffectArray = model.UiEffect
|
|||
|
for i = 1, #effectPathArray do
|
|||
|
local rootName = rootNameArray[i]
|
|||
|
local effectPath = effectPathArray[i]
|
|||
|
local uiEffect = self:CreateUiEffect(model, id, rootName, effectPath)
|
|||
|
uiEffectArray[#uiEffectArray + 1] = uiEffect
|
|||
|
end
|
|||
|
return uiEffectArray
|
|||
|
end
|
|||
|
--==============================--
|
|||
|
--desc: 生成Ui角色动作特效
|
|||
|
--==============================--
|
|||
|
function XUiPanelRoleModel:CreateUiEffect(model, id, rootName, effectPath)
|
|||
|
local parent -- 搜挂点
|
|||
|
if not rootName then
|
|||
|
parent = model.Model.gameObject
|
|||
|
else
|
|||
|
parent = model.Model.gameObject:FindGameObject(rootName)
|
|||
|
if not parent then
|
|||
|
parent = model.Model.gameObject
|
|||
|
end
|
|||
|
end
|
|||
|
local fx = parent:LoadPrefab(effectPath, false)
|
|||
|
return fx
|
|||
|
end
|
|||
|
|
|||
|
function XUiPanelRoleModel:SetCurrentUiEffectActive(model, isActive)
|
|||
|
if model.UiEffect then
|
|||
|
for i = 1, #model.UiEffect do
|
|||
|
model.UiEffect[i].gameObject:SetActiveEx(isActive)
|
|||
|
end
|
|||
|
end
|
|||
|
end
|
|||
|
|
|||
|
--endregion------------------------------------加载Ui角色动作特效end---------------------------
|
|||
|
--==============================--
|
|||
|
--desc: 更新角色模型
|
|||
|
--@characterId: 角色id
|
|||
|
--@targetPanelRole: 目标面板
|
|||
|
--@targetUiName: 目标ui名
|
|||
|
--==============================--
|
|||
|
function XUiPanelRoleModel:UpdateCharacterModel(
|
|||
|
characterId,
|
|||
|
targetPanelRole,
|
|||
|
targetUiName,
|
|||
|
cb,
|
|||
|
weaponCb,
|
|||
|
fashionId,
|
|||
|
growUpLevel,
|
|||
|
hideEffect,
|
|||
|
isShowDefaultWeapon,
|
|||
|
isNotSelf)
|
|||
|
local weaponFashionId
|
|||
|
|
|||
|
if XRobotManager.CheckIsRobotId(characterId) then
|
|||
|
local robotId = characterId
|
|||
|
characterId = XRobotManager.GetRobotTemplate(characterId).CharacterId
|
|||
|
weaponFashionId = XRobotManager.GetRobotWeaponFashionId(robotId)
|
|||
|
end
|
|||
|
|
|||
|
local resourcesId
|
|||
|
if XTool.IsNumberValid(fashionId) then
|
|||
|
resourcesId = XDataCenter.FashionManager.GetResourcesId(fashionId)
|
|||
|
else
|
|||
|
resourcesId = XDataCenter.FashionManager.GetFashionResourceIdByCharId(characterId)
|
|||
|
end
|
|||
|
|
|||
|
local modelName
|
|||
|
if resourcesId then
|
|||
|
modelName = XDataCenter.CharacterManager.GetCharResModel(resourcesId)
|
|||
|
else
|
|||
|
modelName = self:GetModelName(characterId)
|
|||
|
end
|
|||
|
if not modelName then
|
|||
|
return
|
|||
|
end
|
|||
|
|
|||
|
self:UpdateRoleModel(
|
|||
|
modelName,
|
|||
|
targetPanelRole,
|
|||
|
targetUiName,
|
|||
|
function(model)
|
|||
|
if not self.HideWeapon then
|
|||
|
self:UpdateCharacterWeaponModels(characterId, modelName, weaponCb, hideEffect, nil, weaponFashionId, isShowDefaultWeapon) --- todo cur equip
|
|||
|
end
|
|||
|
|
|||
|
if not hideEffect then
|
|||
|
self:UpdateCharacterLiberationLevelEffect(modelName, characterId, growUpLevel, fashionId)
|
|||
|
end
|
|||
|
|
|||
|
if cb then
|
|||
|
cb(model)
|
|||
|
end
|
|||
|
|
|||
|
if self.FixLight then
|
|||
|
CS.XGraphicManager.FixUICharacterLightDir(model.gameObject)
|
|||
|
end
|
|||
|
end
|
|||
|
)
|
|||
|
self:LoadCharacterUiEffect(tonumber(characterId), nil, isNotSelf)
|
|||
|
end
|
|||
|
|
|||
|
--==============================--
|
|||
|
--desc: 在查看其他玩家信息时,更新角色模型
|
|||
|
--==============================--
|
|||
|
function XUiPanelRoleModel:UpdateCharacterModelOther(
|
|||
|
character,
|
|||
|
weapon,
|
|||
|
weaponFashionId,
|
|||
|
targetPanelRole,
|
|||
|
targetUiName,
|
|||
|
cb)
|
|||
|
local characterId = character.Id
|
|||
|
if XRobotManager.CheckIsRobotId(characterId) then
|
|||
|
local robotId = characterId
|
|||
|
characterId = XRobotManager.GetRobotTemplate(characterId).CharacterId
|
|||
|
weaponFashionId = XRobotManager.GetRobotWeaponFashionId(robotId)
|
|||
|
end
|
|||
|
|
|||
|
local template = XDataCenter.FashionManager.GetFashionTemplate(character.FashionId)
|
|||
|
local resourcesId = template.ResourcesId
|
|||
|
|
|||
|
local modelName
|
|||
|
if resourcesId then
|
|||
|
modelName = XDataCenter.CharacterManager.GetCharResModel(resourcesId)
|
|||
|
else
|
|||
|
local quality
|
|||
|
if character then
|
|||
|
quality = character.Quality
|
|||
|
end
|
|||
|
|
|||
|
modelName = XDataCenter.CharacterManager.GetCharModel(characterId, quality)
|
|||
|
end
|
|||
|
if not modelName then
|
|||
|
return
|
|||
|
end
|
|||
|
self:UpdateRoleModel(
|
|||
|
modelName,
|
|||
|
targetPanelRole,
|
|||
|
targetUiName,
|
|||
|
function(model)
|
|||
|
if not self.HideWeapon then
|
|||
|
self:UpdateCharacterWeaponModelsOther(character, weapon, weaponFashionId, modelName)
|
|||
|
end
|
|||
|
|
|||
|
local fashionId = character.FashionId or XCharacterConfigs.GetCharacterTemplate(character.Id).DefaultNpcFashtionId
|
|||
|
self:UpdateCharacterLiberationLevelEffect(modelName, characterId, character.LiberateLv, fashionId)
|
|||
|
|
|||
|
if cb then
|
|||
|
cb(model)
|
|||
|
end
|
|||
|
|
|||
|
if self.FixLight then
|
|||
|
CS.XGraphicManager.FixUICharacterLightDir(model.gameObject)
|
|||
|
end
|
|||
|
end
|
|||
|
)
|
|||
|
self:LoadCharacterUiEffectOther(character)
|
|||
|
end
|
|||
|
|
|||
|
function XUiPanelRoleModel:LoadCharacterUiEffectOther(character, actionId)
|
|||
|
if not character then
|
|||
|
return
|
|||
|
end
|
|||
|
local fashionId = character.FashionId or XCharacterConfigs.GetCharacterTemplate(character.Id).DefaultNpcFashtionId
|
|||
|
local id, rootName, effectPath = XCharacterUiEffectConfig.GetEffectInfo(character.Id, fashionId, actionId)
|
|||
|
local model = self.RoleModelPool[self.CurRoleName]
|
|||
|
|
|||
|
if not model.CharacterId then
|
|||
|
model.CharacterId = character.Id
|
|||
|
end
|
|||
|
self:SetCurrentUiEffectActive(model, false)
|
|||
|
if not model.NotUiStand1 then
|
|||
|
local playRoleAnimation = model.Model.gameObject:GetComponent("XPlayRoleAnimation")
|
|||
|
if playRoleAnimation then
|
|||
|
local defaultAnimeName = playRoleAnimation.DefaultClip
|
|||
|
model.NotUiStand1 = defaultAnimeName ~= "UiStand1"
|
|||
|
else
|
|||
|
model.NotUiStand1 = true
|
|||
|
return
|
|||
|
end
|
|||
|
end
|
|||
|
if not actionId and model.NotUiStand1 then
|
|||
|
return
|
|||
|
end
|
|||
|
if not id or not effectPath then
|
|||
|
return
|
|||
|
end
|
|||
|
if not actionId then
|
|||
|
model.UiDefaultId = id
|
|||
|
end
|
|||
|
self:PlayCharacterUiEffect(model, id, rootName, effectPath)
|
|||
|
end
|
|||
|
|
|||
|
--==============================--
|
|||
|
--desc: 更新机器人角色模型
|
|||
|
--==============================--
|
|||
|
function XUiPanelRoleModel:UpdateRobotModel(robotId, characterId, weaponCb, fashionId, equipTemplateId, modelCb, needDisplayController
|
|||
|
, targetPanelRole, targetUiName)
|
|||
|
local resourcesId
|
|||
|
if fashionId then
|
|||
|
resourcesId = XDataCenter.FashionManager.GetResourcesId(fashionId)
|
|||
|
else
|
|||
|
resourcesId = XDataCenter.FashionManager.GetFashionResourceIdByCharId(characterId)
|
|||
|
end
|
|||
|
|
|||
|
local modelName
|
|||
|
if resourcesId then
|
|||
|
modelName = XDataCenter.CharacterManager.GetCharResModel(resourcesId)
|
|||
|
else
|
|||
|
modelName = self:GetModelName(characterId)
|
|||
|
end
|
|||
|
if not modelName then
|
|||
|
return
|
|||
|
end
|
|||
|
|
|||
|
self:UpdateRoleModel(
|
|||
|
modelName,
|
|||
|
targetPanelRole,
|
|||
|
targetUiName,
|
|||
|
function(model)
|
|||
|
if not self.HideWeapon then
|
|||
|
local weaponFashionId = XRobotManager.GetRobotWeaponFashionId(robotId)
|
|||
|
self:UpdateCharacterWeaponModels(
|
|||
|
characterId,
|
|||
|
modelName,
|
|||
|
weaponCb,
|
|||
|
true,
|
|||
|
equipTemplateId,
|
|||
|
weaponFashionId
|
|||
|
)
|
|||
|
end
|
|||
|
if modelCb then
|
|||
|
modelCb(model)
|
|||
|
end
|
|||
|
if self.FixLight then
|
|||
|
CS.XGraphicManager.FixUICharacterLightDir(model.gameObject)
|
|||
|
end
|
|||
|
end,
|
|||
|
nil,
|
|||
|
needDisplayController
|
|||
|
)
|
|||
|
self:LoadResCharacterUiEffect(characterId, fashionId)
|
|||
|
end
|
|||
|
|
|||
|
--==============================--
|
|||
|
--desc: 更新机器人角色模型 可以根据UseFashion使用角色涂装和角色武器涂装
|
|||
|
--==============================--
|
|||
|
function XUiPanelRoleModel:UpdateRobotModelNew(robotId, characterId, weaponCb, fashionId, equipTemplateId, modelCb, needDisplayController, targetPanelRole, targetUiName)
|
|||
|
local weaponFashionId
|
|||
|
local isOwn = XDataCenter.CharacterManager.IsOwnCharacter(characterId)
|
|||
|
if XRobotManager.CheckUseFashion(robotId) and isOwn then
|
|||
|
local character = XDataCenter.CharacterManager.GetCharacter(characterId)
|
|||
|
local robot2CharViewModel = character:GetCharacterViewModel()
|
|||
|
fashionId = robot2CharViewModel:GetFashionId()
|
|||
|
weaponFashionId = XDataCenter.WeaponFashionManager.GetCharacterWearingWeaponFashionId(characterId)
|
|||
|
else
|
|||
|
weaponFashionId = XRobotManager.GetRobotWeaponFashionId(robotId)
|
|||
|
end
|
|||
|
|
|||
|
local resourcesId
|
|||
|
if fashionId then
|
|||
|
resourcesId = XDataCenter.FashionManager.GetResourcesId(fashionId)
|
|||
|
else
|
|||
|
resourcesId = XDataCenter.FashionManager.GetFashionResourceIdByCharId(characterId)
|
|||
|
end
|
|||
|
|
|||
|
local modelName
|
|||
|
if resourcesId then
|
|||
|
modelName = XDataCenter.CharacterManager.GetCharResModel(resourcesId)
|
|||
|
else
|
|||
|
modelName = self:GetModelName(characterId)
|
|||
|
end
|
|||
|
if not modelName then
|
|||
|
return
|
|||
|
end
|
|||
|
|
|||
|
self:UpdateRoleModel(modelName, targetPanelRole, targetUiName, function(model)
|
|||
|
if not self.HideWeapon then
|
|||
|
self:UpdateCharacterWeaponModels(characterId, modelName, weaponCb, true, equipTemplateId, weaponFashionId)
|
|||
|
end
|
|||
|
if modelCb then
|
|||
|
modelCb(model)
|
|||
|
end
|
|||
|
if self.FixLight then
|
|||
|
CS.XGraphicManager.FixUICharacterLightDir(model.gameObject)
|
|||
|
end
|
|||
|
end, nil, needDisplayController)
|
|||
|
self:LoadResCharacterUiEffect(characterId, fashionId)
|
|||
|
end
|
|||
|
|
|||
|
function XUiPanelRoleModel:UpdateCharacterResModel(resId, characterId, targetUiName, cb, growUpLevel, weaponFashionId)
|
|||
|
local modelName = XDataCenter.CharacterManager.GetCharResModel(resId)
|
|||
|
local fashionId = XDataCenter.FashionManager.GetFashionIdByResId(resId)
|
|||
|
|
|||
|
if modelName then
|
|||
|
self:UpdateRoleModel(
|
|||
|
modelName,
|
|||
|
nil,
|
|||
|
targetUiName,
|
|||
|
function(model)
|
|||
|
if not self.HideWeapon then
|
|||
|
self:UpdateCharacterWeaponModels(characterId, modelName, nil, nil, nil, weaponFashionId)
|
|||
|
end
|
|||
|
|
|||
|
self:UpdateCharacterLiberationLevelEffect(modelName, characterId, growUpLevel, fashionId)
|
|||
|
|
|||
|
if cb then
|
|||
|
cb(model)
|
|||
|
end
|
|||
|
end
|
|||
|
)
|
|||
|
end
|
|||
|
if fashionId then
|
|||
|
self:LoadResCharacterUiEffect(characterId, fashionId)
|
|||
|
end
|
|||
|
end
|
|||
|
|
|||
|
function XUiPanelRoleModel:UpdateCharacterModelByModelId(
|
|||
|
modelId,
|
|||
|
characterId,
|
|||
|
targetPanelRole,
|
|||
|
targetUiName,
|
|||
|
cb,
|
|||
|
growUpLevel,
|
|||
|
showDefaultFx)
|
|||
|
if not modelId then
|
|||
|
return
|
|||
|
end
|
|||
|
|
|||
|
self:UpdateRoleModel(
|
|||
|
modelId,
|
|||
|
targetPanelRole,
|
|||
|
targetUiName,
|
|||
|
function(model)
|
|||
|
if not self.HideWeapon then
|
|||
|
self:UpdateCharacterWeaponModels(characterId, modelId)
|
|||
|
end
|
|||
|
|
|||
|
self:UpdateCharacterLiberationLevelEffect(modelId, characterId, growUpLevel, nil, showDefaultFx)
|
|||
|
|
|||
|
if cb then
|
|||
|
cb(model)
|
|||
|
end
|
|||
|
end
|
|||
|
)
|
|||
|
local defaultFashionId = XCharacterConfigs.GetCharacterTemplate(characterId).DefaultNpcFashtionId
|
|||
|
local fashionId
|
|||
|
if growUpLevel == 2 then --growUpLevel 2为第一套解放衣服 3,4为第二套解放衣服,解放的时装Id跟默认时装Id紧挨且按顺序+1
|
|||
|
fashionId = defaultFashionId + 1
|
|||
|
elseif growUpLevel >= 3 then
|
|||
|
fashionId = defaultFashionId + 2
|
|||
|
else
|
|||
|
fashionId = defaultFashionId
|
|||
|
end
|
|||
|
if fashionId then
|
|||
|
self:LoadResCharacterUiEffect(characterId, fashionId)
|
|||
|
end
|
|||
|
end
|
|||
|
|
|||
|
function XUiPanelRoleModel:UpdateBossModel(modelName, targetUiName, targetPanelRole, cb, isReLoad)
|
|||
|
if modelName then
|
|||
|
self:UpdateRoleModel(
|
|||
|
modelName,
|
|||
|
targetPanelRole,
|
|||
|
targetUiName,
|
|||
|
function(model)
|
|||
|
if cb then
|
|||
|
cb(model)
|
|||
|
end
|
|||
|
end,
|
|||
|
true
|
|||
|
)
|
|||
|
end
|
|||
|
end
|
|||
|
|
|||
|
function XUiPanelRoleModel:UpdateArchiveMonsterModel(modelName, targetUiName, targetPanelRole, cb)
|
|||
|
if modelName then
|
|||
|
self:UpdateRoleModel(
|
|||
|
modelName,
|
|||
|
targetPanelRole,
|
|||
|
targetUiName,
|
|||
|
function(model)
|
|||
|
if cb then
|
|||
|
cb(model)
|
|||
|
end
|
|||
|
end,
|
|||
|
true
|
|||
|
)
|
|||
|
end
|
|||
|
end
|
|||
|
|
|||
|
local DoPartnerModelControl = function(modelName, model) -- 加载伙伴模型时同时加载“模型节点控制”配置
|
|||
|
local modelControlList = XPartnerConfigs.GetPartnerModelControlsByModel(modelName)
|
|||
|
if modelControlList then
|
|||
|
for nodeName, modelControl in pairs(modelControlList) do
|
|||
|
local parts
|
|||
|
if nodeName == XPartnerConfigs.DefaultNodeName then
|
|||
|
parts = model.transform
|
|||
|
else
|
|||
|
parts = model.gameObject:FindTransform(nodeName)
|
|||
|
end
|
|||
|
if not XTool.UObjIsNil(parts) then
|
|||
|
if modelControl.IsHide and modelControl.IsHide == 1 then
|
|||
|
parts.gameObject:SetActiveEx(false)
|
|||
|
end
|
|||
|
if modelControl.Effect and not string.IsNilOrEmpty(modelControl.Effect) then
|
|||
|
local effect = parts.gameObject:LoadPrefab(modelControl.Effect, false)
|
|||
|
if effect then
|
|||
|
effect.gameObject:SetActiveEx(true)
|
|||
|
end
|
|||
|
end
|
|||
|
else
|
|||
|
XLog.Error("NodeName Is Wrong :" .. nodeName)
|
|||
|
end
|
|||
|
end
|
|||
|
end
|
|||
|
end
|
|||
|
|
|||
|
function XUiPanelRoleModel:UpdatePartnerModel(
|
|||
|
modelName,
|
|||
|
targetUiName,
|
|||
|
targetPanelRole,
|
|||
|
cb,
|
|||
|
isReLoad,
|
|||
|
needController,
|
|||
|
IsReLoadController)
|
|||
|
if modelName then
|
|||
|
self:UpdateRoleModel(
|
|||
|
modelName,
|
|||
|
targetPanelRole,
|
|||
|
targetUiName,
|
|||
|
function(model)
|
|||
|
if cb then
|
|||
|
cb(model)
|
|||
|
end
|
|||
|
DoPartnerModelControl(modelName, model)
|
|||
|
end,
|
|||
|
isReLoad,
|
|||
|
needController,
|
|||
|
IsReLoadController
|
|||
|
)
|
|||
|
end
|
|||
|
end
|
|||
|
|
|||
|
function XUiPanelRoleModel:UpdateSCBattleShowModel(
|
|||
|
modelName,
|
|||
|
weaponIdList,
|
|||
|
targetUiName,
|
|||
|
targetPanelRole,
|
|||
|
cb,
|
|||
|
isReLoad,
|
|||
|
needController,
|
|||
|
IsReLoadController)
|
|||
|
if modelName then
|
|||
|
self:UpdateRoleModel(
|
|||
|
modelName,
|
|||
|
targetPanelRole,
|
|||
|
targetUiName,
|
|||
|
function(model)
|
|||
|
if cb then
|
|||
|
cb(model)
|
|||
|
end
|
|||
|
XModelManager.LoadRoleWeaponModel(
|
|||
|
model,
|
|||
|
weaponIdList,
|
|||
|
self.RefName,
|
|||
|
nil,
|
|||
|
false,
|
|||
|
self.GameObject,
|
|||
|
modelName
|
|||
|
)
|
|||
|
end,
|
|||
|
isReLoad,
|
|||
|
false,
|
|||
|
IsReLoadController,
|
|||
|
needController
|
|||
|
)
|
|||
|
end
|
|||
|
end
|
|||
|
|
|||
|
function XUiPanelRoleModel:UpdateCharacterModelByFightNpcData(fightNpcData, cb, isCute)
|
|||
|
local char = fightNpcData.Character
|
|||
|
if char then
|
|||
|
local modelName
|
|||
|
local fashionId = char.FashionId
|
|||
|
local needDisplayController
|
|||
|
if isCute then
|
|||
|
modelName = XFubenSpecialTrainConfig.GetCuteModelModelName(char.Id)
|
|||
|
needDisplayController = true
|
|||
|
|
|||
|
elseif fashionId then
|
|||
|
local fashion = XDataCenter.FashionManager.GetFashionTemplate(fashionId)
|
|||
|
modelName = XDataCenter.CharacterManager.GetCharResModel(fashion.ResourcesId)
|
|||
|
else
|
|||
|
-- modelName = XDataCenter.CharacterManager.GetCharModel(char.Id, char.Quality)
|
|||
|
modelName = self:GetModelName(char.Id)
|
|||
|
end
|
|||
|
|
|||
|
if modelName then
|
|||
|
self:UpdateRoleModel(
|
|||
|
modelName,
|
|||
|
nil,
|
|||
|
nil,
|
|||
|
function(model)
|
|||
|
self:UpdateEquipsModelsByFightNpcData(model, fightNpcData, modelName)
|
|||
|
self:UpdateCharacterLiberationLevelEffect(modelName, char.Id, char.LiberateLv, fashionId)
|
|||
|
if cb then
|
|||
|
cb(model)
|
|||
|
end
|
|||
|
if isCute then
|
|||
|
self:CloseRootMotion(model)
|
|||
|
end
|
|||
|
end,
|
|||
|
nil,
|
|||
|
needDisplayController
|
|||
|
)
|
|||
|
end
|
|||
|
self:LoadResCharacterUiEffect(char.Id, fashionId)
|
|||
|
end
|
|||
|
end
|
|||
|
|
|||
|
function XUiPanelRoleModel:UpdateEquipsModelsByFightNpcData(charModel, fightNpcData, modelName)
|
|||
|
XModelManager.LoadRoleWeaponModelByFight(charModel, fightNpcData, self.RefName, self.GameObject, modelName)
|
|||
|
end
|
|||
|
|
|||
|
--==============================--
|
|||
|
--desc: 更新角色武器模型
|
|||
|
--@characterId: 角色id
|
|||
|
--==============================--
|
|||
|
function XUiPanelRoleModel:UpdateCharacterWeaponModels(
|
|||
|
characterId,
|
|||
|
modelName,
|
|||
|
weaponCb,
|
|||
|
hideEffect,
|
|||
|
equipTemplateId,
|
|||
|
weaponFashionId,
|
|||
|
isShowDefaultWeapon)
|
|||
|
local equipModelIdList = {}
|
|||
|
|
|||
|
if equipTemplateId then
|
|||
|
local equip = { TemplateId = equipTemplateId }
|
|||
|
equipModelIdList = XDataCenter.EquipManager.GetEquipModelIdListByEquipData(equip, weaponFashionId)
|
|||
|
else
|
|||
|
equipModelIdList = XDataCenter.EquipManager.GetEquipModelIdListByCharacterId(characterId, isShowDefaultWeapon, weaponFashionId)
|
|||
|
end
|
|||
|
|
|||
|
if not equipModelIdList or not next(equipModelIdList) then
|
|||
|
return
|
|||
|
end
|
|||
|
|
|||
|
if not modelName then
|
|||
|
modelName = self:GetModelName(characterId)
|
|||
|
end
|
|||
|
|
|||
|
local roleModel = self.RoleModelPool[modelName]
|
|||
|
if not roleModel then
|
|||
|
return
|
|||
|
end
|
|||
|
|
|||
|
XModelManager.LoadRoleWeaponModel(
|
|||
|
roleModel.Model,
|
|||
|
equipModelIdList,
|
|||
|
self.RefName,
|
|||
|
weaponCb,
|
|||
|
hideEffect,
|
|||
|
self.GameObject,
|
|||
|
modelName
|
|||
|
)
|
|||
|
end
|
|||
|
|
|||
|
--==============================--
|
|||
|
--desc: 查看其他玩家角色信息时,更新角色武器模型
|
|||
|
--==============================--
|
|||
|
function XUiPanelRoleModel:UpdateCharacterWeaponModelsOther(
|
|||
|
characterId,
|
|||
|
equip,
|
|||
|
weaponFashionId,
|
|||
|
modelName,
|
|||
|
weaponCb,
|
|||
|
hideEffect)
|
|||
|
local equipModelIdList = {}
|
|||
|
if weaponFashionId and weaponFashionId ~= 0 then
|
|||
|
equipModelIdList = XDataCenter.EquipManager.GetEquipModelIdListByEquipData(equip, weaponFashionId)
|
|||
|
else
|
|||
|
equipModelIdList = XDataCenter.EquipManager.GetEquipModelIdListByEquipData(equip)
|
|||
|
end
|
|||
|
|
|||
|
if not equipModelIdList or not next(equipModelIdList) then
|
|||
|
return
|
|||
|
end
|
|||
|
|
|||
|
if not modelName then
|
|||
|
modelName = self:GetModelName(characterId)
|
|||
|
end
|
|||
|
|
|||
|
local roleModel = self.RoleModelPool[modelName]
|
|||
|
if not roleModel then
|
|||
|
return
|
|||
|
end
|
|||
|
XModelManager.LoadRoleWeaponModel(
|
|||
|
roleModel.Model,
|
|||
|
equipModelIdList,
|
|||
|
self.RefName,
|
|||
|
weaponCb,
|
|||
|
hideEffect,
|
|||
|
self.GameObject
|
|||
|
)
|
|||
|
end
|
|||
|
|
|||
|
---=================================================
|
|||
|
--- 在当前播放中的动画播放完后执行回调
|
|||
|
--- 如果动画被打断或是停止都会调用回调
|
|||
|
---@overload fun(callBack:function)
|
|||
|
---@param callBack function
|
|||
|
---=================================================
|
|||
|
local CheckAnimeFinish = function(animator, behaviour, animaName, callBack, layer)
|
|||
|
local animatorInfo = animator:GetCurrentAnimatorStateInfo(layer)
|
|||
|
if (animatorInfo:IsName(animaName) and animatorInfo.normalizedTime >= 1) or not animatorInfo:IsName(animaName) then --normalizedTime的值为0~1,0为开始,1为结束。
|
|||
|
if callBack then
|
|||
|
callBack()
|
|||
|
end
|
|||
|
behaviour.enabled = false
|
|||
|
end
|
|||
|
end
|
|||
|
|
|||
|
local AddPlayingAnimCallBack = function(obj, animator, animaName, callBack, layer)
|
|||
|
local animatorInfo = animator:GetCurrentAnimatorStateInfo(layer)
|
|||
|
|
|||
|
if not animatorInfo:IsName(animaName) or animatorInfo.normalizedTime >= 1 then --normalizedTime的值,0为开始,大于1为结束。
|
|||
|
return
|
|||
|
end
|
|||
|
|
|||
|
local behaviour = obj.Transform:GetComponent(typeof(CS.XLuaBehaviour))
|
|||
|
if not behaviour then
|
|||
|
behaviour = obj.GameObject:AddComponent(typeof(CS.XLuaBehaviour))
|
|||
|
else
|
|||
|
behaviour.enabled = true
|
|||
|
end
|
|||
|
|
|||
|
behaviour.LuaUpdate = function()
|
|||
|
CheckAnimeFinish(animator, behaviour, animaName, callBack, layer)
|
|||
|
end
|
|||
|
end
|
|||
|
---=================================================
|
|||
|
--- 播放'AnimaName'动画,‘fromBegin’决定动画是否需要调整到从0开始播放,默认值为false
|
|||
|
---@overload fun(AnimaName:string)
|
|||
|
---@param AnimaName string
|
|||
|
---@param fromBegin boolean
|
|||
|
---@param callBack function 成功之后的回调
|
|||
|
---@param errorCb function 失败之后的回调
|
|||
|
---@param layer int 状态机层级
|
|||
|
---=================================================
|
|||
|
function XUiPanelRoleModel:PlayAnima(AnimaName, fromBegin, callBack, errorCb, layer)
|
|||
|
local animatorlaye = layer or 0
|
|||
|
local IsCanPlay, animator = self:CheckAnimaCanPlay(AnimaName)
|
|||
|
if IsCanPlay and animator then
|
|||
|
if fromBegin then
|
|||
|
animator:Play(AnimaName, animatorlaye, 0)
|
|||
|
else
|
|||
|
animator:Play(AnimaName, animatorlaye)
|
|||
|
end
|
|||
|
if callBack then
|
|||
|
XScheduleManager.ScheduleOnce(
|
|||
|
function()
|
|||
|
AddPlayingAnimCallBack(self, animator, AnimaName, callBack, animatorlaye)
|
|||
|
end,
|
|||
|
1
|
|||
|
)
|
|||
|
end
|
|||
|
else
|
|||
|
if errorCb then
|
|||
|
errorCb()
|
|||
|
end
|
|||
|
end
|
|||
|
return IsCanPlay
|
|||
|
end
|
|||
|
|
|||
|
---=================================================
|
|||
|
--- 播放身体动画(状态机层级0)
|
|||
|
---@overload fun(AnimaName:string)
|
|||
|
---@param AnimaName string
|
|||
|
---@param fromBegin boolean
|
|||
|
---@param callBack function 成功之后的回调
|
|||
|
---@param errorCb function 失败之后的回调
|
|||
|
---=================================================
|
|||
|
function XUiPanelRoleModel:PlayBodyAnima(AnimaName, fromBegin, callBack, errorCb)
|
|||
|
self:PlayAnima(AnimaName, fromBegin, callBack, errorCb, AnimeLayer.Body)
|
|||
|
end
|
|||
|
|
|||
|
---=================================================
|
|||
|
--- 播放表情动画(状态机层级1)
|
|||
|
---@overload fun(AnimaName:string)
|
|||
|
---@param AnimaName string
|
|||
|
---@param fromBegin boolean
|
|||
|
---@param callBack function 成功之后的回调
|
|||
|
---@param errorCb function 失败之后的回调
|
|||
|
---=================================================
|
|||
|
function XUiPanelRoleModel:PlayFaceAnima(AnimaName, fromBegin, callBack, errorCb)
|
|||
|
self:PlayAnima(AnimaName, fromBegin, callBack, errorCb, AnimeLayer.Face)
|
|||
|
end
|
|||
|
---=================================================
|
|||
|
--- 检查'AnimaName'动画,是否能够播放
|
|||
|
---@overload fun(AnimaName:string)
|
|||
|
---@param AnimaName string
|
|||
|
---=================================================
|
|||
|
function XUiPanelRoleModel:CheckAnimaCanPlay(AnimaName)
|
|||
|
local IsCanPlay = false
|
|||
|
local animator
|
|||
|
if self.CurRoleName and self.RoleModelPool[self.CurRoleName] and self.RoleModelPool[self.CurRoleName].Model then
|
|||
|
animator = self.RoleModelPool[self.CurRoleName].Model:GetComponent("Animator")
|
|||
|
if XModelManager.CheckAnimatorAction(animator, AnimaName) then
|
|||
|
IsCanPlay = true
|
|||
|
end
|
|||
|
end
|
|||
|
return IsCanPlay, animator
|
|||
|
end
|
|||
|
|
|||
|
---=================================================
|
|||
|
--- 无参数时,结束播放当前动画,恢复成站立动画
|
|||
|
---
|
|||
|
--- 有参数时,只有当前动画为'oriAnima',才结束播放动画
|
|||
|
---@overload fun()
|
|||
|
---@param oriAnima string
|
|||
|
---=================================================
|
|||
|
function XUiPanelRoleModel:StopAnima(oriAnima)
|
|||
|
local animator = self.RoleModelPool[self.CurRoleName].Model:GetComponent("Animator")
|
|||
|
local clips = animator:GetCurrentAnimatorClipInfo(0)
|
|||
|
local clip
|
|||
|
if clips and clips.Length > 0 then
|
|||
|
clip = clips[0].clip
|
|||
|
end
|
|||
|
|
|||
|
|
|||
|
-- 是否需要播放动作打断特效
|
|||
|
if self.PlayEffectFunc then
|
|||
|
self.PlayEffectFunc()
|
|||
|
end
|
|||
|
|
|||
|
if oriAnima == nil or (clip and clip.name == oriAnima) then
|
|||
|
-- 停止UI特效
|
|||
|
local model = self.RoleModelPool[self.CurRoleName]
|
|||
|
self:SetCurrentUiEffectActive(model, false)
|
|||
|
|
|||
|
animator:Play(clip.name, 0, 0.999)
|
|||
|
end
|
|||
|
end
|
|||
|
|
|||
|
function XUiPanelRoleModel:GetAnimator()
|
|||
|
if self.RoleModelPool[self.CurRoleName] then
|
|||
|
return self.RoleModelPool[self.CurRoleName].Model:GetComponent("Animator")
|
|||
|
else
|
|||
|
return nil
|
|||
|
end
|
|||
|
end
|
|||
|
|
|||
|
function XUiPanelRoleModel:ShowRoleModel()
|
|||
|
if not XTool.UObjIsNil(self.GameObject) then
|
|||
|
self.GameObject:SetActiveEx(true)
|
|||
|
end
|
|||
|
end
|
|||
|
|
|||
|
function XUiPanelRoleModel:HideRoleModel()
|
|||
|
if not XTool.UObjIsNil(self.GameObject) then
|
|||
|
self.GameObject:SetActiveEx(false)
|
|||
|
end
|
|||
|
end
|
|||
|
|
|||
|
function XUiPanelRoleModel:SetModelZeroPos()
|
|||
|
local model = self.RoleModelPool[self.CurRoleName].Model
|
|||
|
if not model then return end
|
|||
|
|
|||
|
model.transform.localPosition = CS.UnityEngine.Vector3.zero
|
|||
|
end
|
|||
|
|
|||
|
--==============================--
|
|||
|
--desc: 更新角色解放特效
|
|||
|
--@characterId: 角色id
|
|||
|
--==============================--
|
|||
|
function XUiPanelRoleModel:UpdateCharacterLiberationLevelEffect(
|
|||
|
modelName,
|
|||
|
characterId,
|
|||
|
growUpLevel,
|
|||
|
fashionId,
|
|||
|
showDefaultFx)
|
|||
|
local modelInfo
|
|||
|
local isSpecialModel, _ = XModelManager.CheckModelIsSpecial(modelName)
|
|||
|
if isSpecialModel then
|
|||
|
if self.NewPanel then
|
|||
|
modelName = XModelManager.GetMinorModelId(modelName)
|
|||
|
modelInfo = modelName and self.NewPanel.RoleModelPool[modelName]
|
|||
|
else
|
|||
|
modelName = XModelManager.GetSpecialModelId(modelName)
|
|||
|
modelInfo = self.RoleModelPool[modelName]
|
|||
|
end
|
|||
|
else
|
|||
|
modelInfo = self.RoleModelPool[modelName]
|
|||
|
end
|
|||
|
local model = modelInfo and modelInfo.Model
|
|||
|
if not model then
|
|||
|
return
|
|||
|
end
|
|||
|
|
|||
|
local liberationFx = modelInfo.LiberationFx
|
|||
|
|
|||
|
local rootName, fxPath
|
|||
|
if showDefaultFx then
|
|||
|
--通过解放等级获取默认解放特效配置
|
|||
|
rootName, fxPath = XDataCenter.CharacterManager.GetCharLiberationLevelEffectRootAndPath(characterId, growUpLevel)
|
|||
|
else
|
|||
|
--通过角色Id获取时装对应解放特效配置
|
|||
|
rootName, fxPath = XDataCenter.CharacterManager.GetCharFashionLiberationEffectRootAndPath(characterId, growUpLevel, fashionId)
|
|||
|
end
|
|||
|
|
|||
|
if not rootName or not fxPath then
|
|||
|
if liberationFx then
|
|||
|
liberationFx:SetActiveEx(false)
|
|||
|
end
|
|||
|
return
|
|||
|
end
|
|||
|
|
|||
|
if not liberationFx then
|
|||
|
local rootTransform = model.transform:FindTransform(rootName)
|
|||
|
if XTool.UObjIsNil(rootTransform) then
|
|||
|
XLog.Error(
|
|||
|
"XUiPanelRoleModel:UpdateCharacterLiberationLevelEffect Error:can Not find rootTransform in this model, rootName is:" ..
|
|||
|
rootName
|
|||
|
)
|
|||
|
return
|
|||
|
end
|
|||
|
modelInfo.LiberationFx = rootTransform.gameObject:LoadPrefab(fxPath, false)
|
|||
|
else
|
|||
|
liberationFx:SetActiveEx(true)
|
|||
|
end
|
|||
|
end
|
|||
|
|
|||
|
---=================================================
|
|||
|
--- 材质控制器相关特效需要跟模型绑定
|
|||
|
---@param effect GameObject
|
|||
|
---=================================================
|
|||
|
function XUiPanelRoleModel:BindEffect(effect)
|
|||
|
XLog.Debug("bind effect " .. self.CurRoleName)
|
|||
|
if self.CurRoleName and self.RoleModelPool[self.CurRoleName] and self.RoleModelPool[self.CurRoleName].RenderingProxy then
|
|||
|
self.RoleModelPool[self.CurRoleName].RenderingProxy:BindEffect(effect)
|
|||
|
end
|
|||
|
end
|
|||
|
|
|||
|
---=================================================
|
|||
|
--- 设置LoadEffect接口最大加载特效数量,默认最大是1
|
|||
|
---=================================================
|
|||
|
function XUiPanelRoleModel:SetEffectMaxCount(value)
|
|||
|
self.EffectMaxCount = value
|
|||
|
end
|
|||
|
|
|||
|
---=================================================
|
|||
|
--- 加载特效,可支持多次加载特效,需要提前设置EffectMaxCount
|
|||
|
---@param effectPath 特效路径
|
|||
|
---@param isBindEffect 材质控制器相关特效和模型绑定
|
|||
|
---=================================================
|
|||
|
function XUiPanelRoleModel:LoopLoadEffect(effectPath, isBindEffect)
|
|||
|
if not effectPath then
|
|||
|
return
|
|||
|
end
|
|||
|
if isBindEffect == nil then
|
|||
|
isBindEffect = false
|
|||
|
end
|
|||
|
if self.EffectMaxCount == nil then
|
|||
|
self.EffectMaxCount = 1
|
|||
|
end
|
|||
|
if self.EffectingIndex == nil then
|
|||
|
self.EffectingIndex = 0
|
|||
|
end
|
|||
|
|
|||
|
local effectParentKey = self.EffectingIndex % self.EffectMaxCount
|
|||
|
self:LoadEffect(effectPath, effectParentKey, isBindEffect, false)
|
|||
|
self.EffectingIndex = self.EffectingIndex + 1
|
|||
|
end
|
|||
|
|
|||
|
---=================================================
|
|||
|
---生成指定名称的父节点并在其下加载特效
|
|||
|
---@param effectPath 特效路径
|
|||
|
---@param effectParentName 生成一个前缀Customize_+ effectParentName的节点,特效将挂载在其下。不指定时默认生成一个Default_EffectParent节点供挂载
|
|||
|
---@param isBindEffect 材质控制器相关特效和模型绑定
|
|||
|
---@param isDisableOldEffect 为true时UnActive指定节点名下挂载的特效
|
|||
|
---@param isUseModelParent 为true时该特效节点挂载在模型下
|
|||
|
---=================================================
|
|||
|
local CreateEffectParentName = function(name)
|
|||
|
return name and string.format("Customize_%s", name) or "Default_EffectParent"
|
|||
|
end
|
|||
|
|
|||
|
function XUiPanelRoleModel:LoadEffect(effectPath, effectParentName, isBindEffect, isDisableOldEffect, isUseModelParent)
|
|||
|
if isDisableOldEffect then
|
|||
|
self:HideEffectByParentName(effectParentName)
|
|||
|
end
|
|||
|
|
|||
|
if not effectPath then
|
|||
|
return
|
|||
|
end
|
|||
|
if isBindEffect == nil then
|
|||
|
isBindEffect = false
|
|||
|
end
|
|||
|
|
|||
|
self.EffectParentDic = self.EffectParentDic or {}
|
|||
|
self.EffectDic = self.EffectDic or {}
|
|||
|
|
|||
|
local parentName = CreateEffectParentName(effectParentName)
|
|||
|
local effectParent = self.EffectParentDic[parentName]
|
|||
|
|
|||
|
if effectParent == nil then
|
|||
|
local curModelInfo = self:GetModelInfoByName(self.CurRoleName)
|
|||
|
local model
|
|||
|
if curModelInfo then
|
|||
|
model = curModelInfo.Model.transform
|
|||
|
end
|
|||
|
local parentTransform = isUseModelParent and model or self.Transform
|
|||
|
effectParent = CS.UnityEngine.GameObject(tostring(parentName))
|
|||
|
effectParent.transform:SetParent(parentTransform, false)
|
|||
|
self.EffectParentDic[parentName] = effectParent
|
|||
|
end
|
|||
|
local effect = effectParent:LoadPrefab(effectPath)
|
|||
|
|
|||
|
self.EffectDic[parentName] = self.EffectDic[parentName] or {}
|
|||
|
self.EffectDic[parentName][effectPath] = effect
|
|||
|
|
|||
|
if effect == nil or XTool.UObjIsNil(effect) then
|
|||
|
XLog.Error(string.format("特效路径%s加载的特效为空", effectPath))
|
|||
|
return
|
|||
|
end
|
|||
|
|
|||
|
if isBindEffect then
|
|||
|
self:BindEffect(effect)
|
|||
|
end
|
|||
|
|
|||
|
effect.gameObject:SetActiveEx(false)
|
|||
|
effect.gameObject:SetActiveEx(true)
|
|||
|
end
|
|||
|
|
|||
|
function XUiPanelRoleModel:HideEffectByParentName(effectParentName)
|
|||
|
if self.EffectDic == nil then
|
|||
|
return
|
|||
|
end
|
|||
|
local parentName = CreateEffectParentName(effectParentName)
|
|||
|
for _, effect in pairs(self.EffectDic[parentName] or {}) do
|
|||
|
if effect and not XTool.UObjIsNil(effect) then
|
|||
|
effect.gameObject:SetActiveEx(false)
|
|||
|
end
|
|||
|
end
|
|||
|
end
|
|||
|
|
|||
|
function XUiPanelRoleModel:HideAllEffects()
|
|||
|
for _, effectGroup in pairs(self.EffectDic or {}) do
|
|||
|
for _, effect in pairs(effectGroup or {}) do
|
|||
|
if effect and not XTool.UObjIsNil(effect) then
|
|||
|
effect.gameObject:SetActiveEx(false)
|
|||
|
end
|
|||
|
end
|
|||
|
end
|
|||
|
end
|
|||
|
|
|||
|
function XUiPanelRoleModel:GetModelInfoByName(name)
|
|||
|
return self.RoleModelPool[name]
|
|||
|
end
|
|||
|
|
|||
|
function XUiPanelRoleModel:RemoveRoleModelPool()
|
|||
|
local modelPool = self.RoleModelPool
|
|||
|
for _, modelInfo in pairs(modelPool or {}) do
|
|||
|
if modelInfo.Model and modelInfo.Model:Exist() then
|
|||
|
CS.UnityEngine.Object.Destroy(modelInfo.Model.gameObject)
|
|||
|
end
|
|||
|
end
|
|||
|
end
|
|||
|
|
|||
|
--==============================--
|
|||
|
--desc: 更新Q版角色模型 参数都是复制自UpdateRobotModel
|
|||
|
--==============================--
|
|||
|
function XUiPanelRoleModel:UpdateCuteModel(robotId, characterId, weaponCb, fashionId, equipTemplateId, modelCb, needDisplayController
|
|||
|
, targetPanelRole, targetUiName)
|
|||
|
local modelName = XFubenSpecialTrainConfig.GetCuteModelModelName(characterId)
|
|||
|
if not modelName then
|
|||
|
return
|
|||
|
end
|
|||
|
|
|||
|
self:UpdateRoleModel(
|
|||
|
modelName,
|
|||
|
targetPanelRole,
|
|||
|
targetUiName,
|
|||
|
function(model)
|
|||
|
if not self.HideWeapon then
|
|||
|
local weaponFashionId = XRobotManager.GetRobotWeaponFashionId(robotId)
|
|||
|
self:UpdateCharacterWeaponModels(
|
|||
|
characterId,
|
|||
|
modelName,
|
|||
|
weaponCb,
|
|||
|
true,
|
|||
|
equipTemplateId,
|
|||
|
weaponFashionId
|
|||
|
)
|
|||
|
end
|
|||
|
if modelCb then
|
|||
|
modelCb(model)
|
|||
|
end
|
|||
|
if self.FixLight then
|
|||
|
CS.XGraphicManager.FixUICharacterLightDir(model.gameObject)
|
|||
|
end
|
|||
|
-- Q版模型禁止动画移动
|
|||
|
self:CloseRootMotion(model)
|
|||
|
end,
|
|||
|
nil,
|
|||
|
needDisplayController
|
|||
|
)
|
|||
|
self:LoadResCharacterUiEffect(characterId, fashionId)
|
|||
|
end
|
|||
|
|
|||
|
-- 禁止动画根节点移动
|
|||
|
function XUiPanelRoleModel:CloseRootMotion(model)
|
|||
|
local animator = model:GetComponent("Animator")
|
|||
|
animator.applyRootMotion = false
|
|||
|
end
|
|||
|
|
|||
|
---=================================================
|
|||
|
--- 播放'AnimaName'动画,融合过渡
|
|||
|
---@overload fun(animaName:string)
|
|||
|
---@param animaName string
|
|||
|
---@param crossDuration number@两个动作的融合时长
|
|||
|
---@param animatorLayer number@动画层
|
|||
|
---=================================================
|
|||
|
function XUiPanelRoleModel:CrossFadeAnim(animaName, crossDuration, animatorLayer)
|
|||
|
local IsCanPlay, animator = self:CheckAnimaCanPlay(animaName)
|
|||
|
if IsCanPlay and animator then
|
|||
|
animator:CrossFade(animaName, crossDuration or 0.2, animatorLayer or 0)
|
|||
|
end
|
|||
|
return IsCanPlay
|
|||
|
end
|
|||
|
|
|||
|
function XUiPanelRoleModel:GetCurRoleName()
|
|||
|
return self.CurRoleName
|
|||
|
end
|
|||
|
|
|||
|
return XUiPanelRoleModel
|