PGRData/Script/matrix/xui/xuicharacter/XUiPanelRoleModel.lua

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---@class XUiPanelRoleModel
local XUiPanelRoleModel = XClass(nil, "XUiPanelRoleModel")
local AnimeLayer = {
Body = 0,
Face = 1
}
--==============================--
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--- RoleModelPool = {["model"] = model, ["weaponList"] = list, ["characterId"] = characterId}
--==============================--
function XUiPanelRoleModel:Ctor(
ui,
refName,
hideWeapon,
showShadow,
loadClip,
setFocus,
fixLight,
playEffectFunc,
clearUiChildren,
useMultiModel)
self.Ui = ui
self.RefName = refName or "DefaultName"
self.GameObject = ui.gameObject
self.Transform = ui.transform
if clearUiChildren then -- 初始化时是否清空model挂点下所有物体
XTool.DestroyChildren(ui.gameObject)
end
self.RoleModelPool = {}
self.HideWeapon = hideWeapon and true or false
self.ShowShadow = showShadow
self.SetFocus = setFocus
self.FixLight = fixLight
self.PlayEffectFunc = playEffectFunc
if loadClip == nil then
self.InitLoadClip = true
else
self.InitLoadClip = loadClip and true
end
self.LoadClip = self.InitLoadClip
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self.IsStandAnimaShowWeapon = false
self.StandAnimaShowWeaponList = {}
self.CueId = nil
self.UiStandCallBack = {}
self.NowFashionId = nil
-- 卡列演唱会皮肤临时处理定时器
self.TempProcessTimer = nil
if useMultiModel == nil then
self.UseMultiModel = true
end
end
--设置默认动画
function XUiPanelRoleModel:SetDefaultAnimation(animationName)
self.DefaultAnimation = animationName
end
--[[ 根据roleName从UiModel获取配置
Display控制器
PS:Fasion控制层Fasion控制器为主
]]
function XUiPanelRoleModel:UpdateRoleModelWithAutoConfig(
roleName,
targetUiName,
cb,
isReLoadController,
needFightController)
local displayController = XModelManager.GetUiDisplayControllerPath(roleName)
local defaultAnimation = XModelManager.GetUiDefaultAnimationPath(roleName)
self:UpdateRoleModel(
roleName,
nil,
targetUiName,
cb,
defaultAnimation ~= nil,
displayController ~= nil,
isReLoadController,
needFightController
)
end
function XUiPanelRoleModel:UpdateRoleModel(
roleName,
targetPanelRole,
targetUiName,
cb,
IsReLoadAnime,
needDisplayController,
IsReLoadController,
needFightController)
if not roleName then
XLog.Error("XUiPanelCharRole:UpdateRoleModel 函数错误: 参数roleName不能为空")
return
end
local isSpecialModel, isMultiModel = XModelManager.CheckModelIsSpecial(roleName, targetUiName)
if self.UseMultiModel and isMultiModel then
if not self.NewPanel then
self.UseMultiModel = false
self.NewPanel = XUiPanelRoleModel.New(
self.Ui,
self.RefName,
self.HideWeapon,
self.ShowShadow,nil,nil,nil,nil,nil,self.UseMultiModel)
end
end
if self.NewPanel and isMultiModel then
local minorModelId = XModelManager.GetMinorModelId(roleName, targetUiName)
if not minorModelId then
self.NewPanel = nil
else
self.NewPanel:UpdateRoleModel(
minorModelId,
targetPanelRole,
targetUiName,
cb,
IsReLoadAnime,
needDisplayController,
IsReLoadController,
needFightController)
end
end
--特殊模型 && 单模型
if isSpecialModel and not isMultiModel then
roleName = XModelManager.GetSpecialModelId(roleName, targetUiName)
end
local defaultAnimation = self.DefaultAnimation or XModelManager.GetUiDefaultAnimationPath(roleName)
self.DefaultAnimation = nil
local modelPool = self.RoleModelPool
local curRoleName = self.CurRoleName
local curModelInfo = modelPool[curRoleName]
if curModelInfo then
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if XTool.UObjIsNil(curModelInfo.Model.gameObject) then
XLog.Error("[UpdateRoleModel] NullReferenceException: Object reference not set to an instance of an object")
modelPool[curRoleName] = nil
return
end
curModelInfo.Model.gameObject:SetActiveEx(false)
curModelInfo.time = XTime.GetServerNowTimestamp()
end
if curRoleName ~= roleName then
self.CurRoleName = roleName
end
local runtimeControllerName
--特殊时装只加载配置的动画状态机Controller
runtimeControllerName = (not needFightController) and XModelManager.GetUiFashionControllerPath(roleName)
if not runtimeControllerName then
--如果没有配置再加载配置展示用的动画状态机Controller
if needDisplayController then
runtimeControllerName = XModelManager.GetUiDisplayControllerPath(roleName)
end
if needFightController then
runtimeControllerName = XModelManager.GetUiControllerPath(roleName)
end
end
--如果用状态机就不需要手动加载animclip了
if runtimeControllerName then
self.LoadClip = nil
else
self.LoadClip = self.InitLoadClip --复原成一开始传入的参数
end
local needRemove = nil
local nowTime = XTime.GetServerNowTimestamp()
for k, v in pairs(modelPool) do
--不等于当前要显示的模型且时间超出5秒的都要删掉
if k ~= roleName and v and v.time then
local diff = nowTime - v.time
if diff >= 5 then
if needRemove == nil then
needRemove = {}
end
table.insert(needRemove, k)
end
end
end
--删除超时的模型
if needRemove then
for i = 1, #needRemove do
local tempRoleName = needRemove[i]
local modelInfo = modelPool[tempRoleName]
if modelInfo.Model and modelInfo.Model:Exist() then
CS.UnityEngine.Object.Destroy(modelInfo.Model.gameObject)
end
modelPool[tempRoleName] = nil
--如果是多重模型,删除时一并删除副模型
local isSpModel, isMulModel = XModelManager.CheckModelIsSpecial(tempRoleName, targetUiName)
if isSpModel and isMulModel and self.NewPanel then
local tempMinorModelId = XModelManager.GetMinorModelId(tempRoleName, targetUiName)
if tempMinorModelId then
self.NewPanel.RoleModelPool[tempMinorModelId] = nil
end
end
end
end
local modelInfo = modelPool[roleName]
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local cueId = self.CueId
--UiStand播放背景音乐
local uiStandVoiceCb = function(model)
if cueId then
if CS.XAudioManager.IsOpenFashionVoice == 1 then
self:SetUiStandAnimaFinishCallback(model, function()
XSoundManager.Stop(cueId)
XSoundManager.PlaySoundByType(cueId, XSoundManager.SoundType.Sound)
end, function()
XSoundManager.Stop(cueId)
end,false, true)
end
end
if cb then
cb(model)
end
end
if IsReLoadAnime then
self:LoadModelAndReLoadAnime(
modelInfo,
targetUiName,
roleName,
defaultAnimation,
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--[[cb]]uiStandVoiceCb,
runtimeControllerName,
IsReLoadController
)
else
self:LoadModelAndNotReLoadAnime(
modelInfo,
targetUiName,
roleName,
defaultAnimation,
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--[[cb]]uiStandVoiceCb,
runtimeControllerName,
IsReLoadController
)
end
end
function XUiPanelRoleModel:LoadModelAndNotReLoadAnime(
modelInfo,
targetUiName,
roleName,
defaultAnimation,
cb,
runtimeControllerName,
IsReLoadController) --更新加载同一个模型时不重新加载动画
if modelInfo then
modelInfo.Model.gameObject:SetActiveEx(true)
if IsReLoadController then
self:RoleModelLoaded(roleName, targetUiName, cb, runtimeControllerName)
else
self:RoleModelLoaded(roleName, targetUiName, cb)
end
else
XModelManager.LoadRoleModel(
self.CurRoleName,
self.Transform,
function(model)
local tmpModelInfo = {}
tmpModelInfo.Model = model
tmpModelInfo.RenderingProxy = CS.XNPCRendingUIProxy.GetNPCRendingUIProxy(model)
self.RoleModelPool[roleName] = tmpModelInfo
if self.LoadClip then
self:LoadAnimationClips(
model.gameObject,
defaultAnimation,
function()
self:RoleModelLoaded(roleName, targetUiName, cb, runtimeControllerName)
end
)
else
self:RoleModelLoaded(roleName, targetUiName, cb, runtimeControllerName)
end
local isSpecialModel, isMultiModel = XModelManager.CheckModelIsSpecial(self.CurRoleName, targetUiName)
if self.NewPanel and isMultiModel then
local newModelName = XModelManager.GetMinorModelId(self.CurRoleName, targetUiName)
local info = self.NewPanel.RoleModelPool[newModelName]
if info then
info.Model.transform:SetParent(model.transform, false)
info.Model.gameObject:SetLayerRecursively(model.gameObject.layer)
end
end
end)
end
end
function XUiPanelRoleModel:LoadModelAndReLoadAnime(
modelInfo,
targetUiName,
roleName,
defaultAnimation,
cb,
runtimeControllerName,
IsReLoadController) --更新加载同一个模型时重新加载动画
if modelInfo then
modelInfo.Model.gameObject:SetActiveEx(true)
self:LoadSingleAnimationClip(
modelInfo.Model.gameObject,
defaultAnimation,
function()
self:RoleModelLoaded(roleName, targetUiName, cb)
end
)
else
XModelManager.LoadRoleModel(
self.CurRoleName,
self.Transform,
function(model)
local tmpModelInfo = {}
tmpModelInfo.Model = model
tmpModelInfo.RenderingProxy = CS.XNPCRendingUIProxy.GetNPCRendingUIProxy(model)
self.RoleModelPool[roleName] = tmpModelInfo
self:LoadSingleAnimationClip(
model.gameObject,
defaultAnimation,
function()
self:RoleModelLoaded(roleName, targetUiName, cb)
end
)
local isSpecialModel, isMultiModel = XModelManager.CheckModelIsSpecial(self.CurRoleName, targetUiName)
if self.NewPanel and isMultiModel then
local newModelName = XModelManager.GetMinorModelId(self.CurRoleName, targetUiName)
local info = self.NewPanel.RoleModelPool[newModelName]
if info then
info.Model.transform:SetParent(model.transform, false)
info.Model.gameObject:SetLayerRecursively(model.gameObject.layer)
end
end
end)
end
end
function XUiPanelRoleModel:LoadAnimationClips(model, defaultAnimation, cb)
if model == nil or not model:Exist() then
XLog.Error("XUiPanelRoleModel.LoadAnimation 函数错误参数model不能为空")
return
end
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local loadAnimationClip = model.gameObject:GetComponent(typeof(CS.XLoadAnimationClip))
if loadAnimationClip == nil or not loadAnimationClip:Exist() then
loadAnimationClip = model.gameObject:AddComponent(typeof(CS.XLoadAnimationClip))
if not loadAnimationClip:Exist() then
XLog.Error("XUiPanelRoleModel.LoadAnimation XLoadAnimationClip不存在")
return
end
local clips = { defaultAnimation }
if XTool.IsTableEmpty(clips) then
XLog.Error("XUiPanelRoleModel.LoadAnimation error: defaultAnimation为空")
return
end
local activeState = model.gameObject.activeSelf
model.gameObject:SetActiveEx(false)
loadAnimationClip:LoadAnimationClips(
clips,
function()
model.gameObject:SetActiveEx(activeState)
if cb then
cb()
end
end
)
else
if cb then
cb()
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
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uiName = uiName or self.RefName
XModelManager.HandleUiModelNodeActive(uiName, name, model)
-- 阴影要放在武器模型加载完之后
if self.ShowShadow then
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CS.XShadowHelper.AddShadow(self.GameObject, true)
end
-- 卡列尼娜·辉晓Uistand动作武器抖动临时处理
if self.TempProcessTimer then
XScheduleManager.UnSchedule(self.TempProcessTimer)
self.TempProcessTimer = nil
end
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if not XTool.UObjIsNil(model) and model.name == "R4KalieninaMd019381(Clone)" then
local weaponModelRoot = model.transform:FindTransform("WeaponCase1")
if not XTool.UObjIsNil(weaponModelRoot) and weaponModelRoot.childCount ~= 0 then
local weaponModel = weaponModelRoot:GetChild(0)
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if not XTool.UObjIsNil(weaponModel) then
self.TempProcessTimer = XScheduleManager.ScheduleOnce(function()
weaponModel:SetParent(model.transform, true)
end, 1)
end
end
end
-- 卡列尼娜·辉晓Uistand动作武器抖动临时处理 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
--==============================--
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function XUiPanelRoleModel:LoadCharacterUiEffect(characterId, actionId, isNotSelf, weaponFashionId, isShowDefaultWeapon)
if not characterId then
return
end
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local fashionId = nil
if not self.NowFashionId then
fashionId = XDataCenter.CharacterManager.GetShowFashionId(characterId, isNotSelf)
else
fashionId = self.NowFashionId
end
local id, rootName, effectPath = XCharacterUiEffectConfig.GetEffectInfo(characterId, fashionId, actionId)
local model = self.RoleModelPool[self.CurRoleName]
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if not model then return end
if not model.CharacterId then
model.CharacterId = characterId
end
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self:SetCurrentUiEffectActive(model.UiEffect, false)
self:SetCurrentUiEffectActive(model.UiEquipEffect, 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 actionId then
model.UiDefaultId = id
end
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self:LoadCharacterUiEquipEffect(model, characterId, fashionId, actionId, isShowDefaultWeapon, weaponFashionId)
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
--==============================--
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function XUiPanelRoleModel:LoadResCharacterUiEffect(characterId, fashionId, weaponFashionId, isShowDefaultWeapon, equipTemplateId)
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
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self:SetCurrentUiEffectActive(model.UiEffect, false)
self:SetCurrentUiEffectActive(model.UiEquipEffect, 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
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self:LoadCharacterUiEquipEffect(model, characterId, fashionId, nil, isShowDefaultWeapon, weaponFashionId, equipTemplateId)
self:PlayCharacterUiEffect(model, id, rootName, effectPath)
end
--==============================--
--desc: 加载当前Q版角色动作特效
--@characterId: 角色id
--==============================--
function XUiPanelRoleModel:LoadCharacterCuteUiEffect(characterId)
if not XTool.IsNumberValid(characterId) then
return
end
local model = self.RoleModelPool[self.CurRoleName]
if not model then
return
end
if not model.CharacterId then
model.CharacterId = characterId
end
if XTool.UObjIsNil(model.Model.gameObject) then
return
end
local playRoleAnimation = model.Model.gameObject:GetComponent("XPlayRoleAnimation")
if not playRoleAnimation then
return
end
-- Q版角色特殊处理 直接取默认动作id
local actionId = playRoleAnimation.DefaultClip
local id, rootName, effectPath = XCharacterCuteConfig.GetEffectInfo(characterId, actionId)
self:SetCurrentUiEffectActive(model.UiEffect, false)
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
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self:SetCurrentUiEffectActive(model.UiEffect, false)
self:SetCurrentUiEffectActive(model.UiEquipEffect, false)
local fashionId = XDataCenter.CharacterManager.GetShowFashionId(model.CharacterId)
local _, rootName, effectPath = XCharacterUiEffectConfig.GetEffectInfo(model.CharacterId, fashionId)
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self:LoadCharacterUiEquipEffect(model, 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)
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if not id or not effectPath then
return
end
self:GetModelUiEffect(model, id, rootName, effectPath)
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self:SetCurrentUiEffectActive(model.UiEffect, true)
self:BindEffectByModel(model)
self:SetReActiveUiEffect(model)
end
function XUiPanelRoleModel:LoadCharacterUiEquipEffect(model, characterId, fashionId, actionId, isShowDefaultWeapon, weaponFashionId, equipTemplateId)
local equipModelIdList
if equipTemplateId then
local equip = { TemplateId = equipTemplateId }
equipModelIdList = XDataCenter.EquipManager.GetEquipModelIdListByEquipData(equip, weaponFashionId)
else
equipModelIdList = XDataCenter.EquipManager.GetEquipModelIdListByCharacterId(characterId, isShowDefaultWeapon, weaponFashionId)
end
local idList, rootName2EffectPath = {}, {}
for _, equipModelId in ipairs(equipModelIdList or {}) do
local effectId, name2EffectMap = XCharacterUiEffectConfig.GetEquipEffectInfo(equipModelId, fashionId, actionId)
if effectId then
table.insert(idList, effectId)
for rootName, effectList in pairs(name2EffectMap or {}) do
rootName2EffectPath[rootName] = effectList
end
end
end
if not XTool.IsTableEmpty(idList) then
self:GetModelUiEquipEffect(model, table.concat(idList, "-"), rootName2EffectPath)
end
end
function XUiPanelRoleModel:LoadCharacterUiEquipEffectOther(model, equip, fashionId, actionId, weaponFashionId)
local idList, rootName2EffectPath = {}, {}
local equipModelIdList = XDataCenter.EquipManager.GetEquipModelIdListByEquipData(equip, weaponFashionId)
for _, equipModelId in ipairs(equipModelIdList or {}) do
local effectId, name2EffectMap = XCharacterUiEffectConfig.GetEquipEffectInfo(equipModelId, fashionId, actionId)
if effectId then
table.insert(idList, effectId)
for rootName, effectList in pairs(name2EffectMap or {}) do
rootName2EffectPath[rootName] = effectList
end
end
end
if not XTool.IsTableEmpty(idList) then
self:GetModelUiEquipEffect(model, table.concat(idList, "-"), rootName2EffectPath)
end
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
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model.UiEffect = self:ClearUiEffectList(model.UiEffect)
local uiEffectArray = model.UiEffect
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for idx, rootName in pairs(rootNameArray) do
for _, effectPath in pairs(effectPathArray[idx] or {}) do
local uiEffect = self:CreateUiEffect(model, id, rootName, effectPath)
uiEffectArray[#uiEffectArray + 1] = uiEffect
end
end
return uiEffectArray
end
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--- 获取Ui角色武器特效
--------------------------
function XUiPanelRoleModel:GetModelUiEquipEffect(model, id, rootName2EffectPath)
self:SetCurrentUiEffectActive(model.UiEquipEffect, true)
if model.UiEquipEffect and model.CurrentUiEquipEffectId == id then
return model.UiEquipEffect
end
model.CurrentUiEquipEffectId = id
model.UiEquipEffect = self:ClearUiEffectList(model.UiEquipEffect)
local list = {}
for rootName, effectPathList in pairs(rootName2EffectPath or {}) do
for _, effectPath in ipairs(effectPathList or {}) do
table.insert(list, self:CreateUiEffect(model, id, rootName, effectPath))
end
end
model.UiEquipEffect = list
return list
end
--==============================--
--desc: 生成Ui角色动作特效
--==============================--
function XUiPanelRoleModel:CreateUiEffect(model, id, rootName, effectPath)
local parent -- 搜挂点
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if not rootName or rootName == XCharacterUiEffectConfig.GetDefaultRootName() then
parent = model.Model.gameObject
else
parent = model.Model.gameObject:FindGameObject(rootName)
if not parent then
parent = model.Model.gameObject
end
end
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local obj = CS.LoadHelper.InstantiateGameObject(effectPath)
obj.transform:SetParent(parent.transform, false)
obj.transform:SetLayerRecursively(parent.gameObject.layer)
--local fx = parent:LoadPrefab(effectPath, false)
-- 由于预制是在模型加载之后,需要再次添加阴影
if self.ShowShadow then
CS.XShadowHelper.AddShadow(obj.gameObject, true)
end
-- 只有不是三个模型同时出现的界面调用此接口 由于预制是在模型加载之后,需要再次添加阴影
if not self.FixLight then
CS.XShadowHelper.SetCharRealtimeShadow(self.GameObject, true)
end
return obj
end
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--动作播放完重新播放特效
function XUiPanelRoleModel:SetReActiveUiEffect(model)
--local playRoleAnimation = model.Model.gameObject:GetComponent("XPlayRoleAnimation")
if XTool.IsTableEmpty(model.UiEffect)
and XTool.IsTableEmpty(model.UiEquipEffect) --[[or not playRoleAnimation]] then
return
end
self:SetUiStandAnimaFinishCallback(model.Model, function()
for _, effect in ipairs(model.UiEffect or {}) do
if not XTool.UObjIsNil(effect) and effect.gameObject.activeSelf then
effect.gameObject:SetActiveEx(false)
effect.gameObject:SetActiveEx(true)
end
end
for _, effect in ipairs(model.UiEquipEffect or {}) do
if not XTool.UObjIsNil(effect) and effect.gameObject.activeSelf then
effect.gameObject:SetActiveEx(false)
effect.gameObject:SetActiveEx(true)
end
end
end, nil, false, false)
--playRoleAnimation:SetIsNotRemoveFinishCallback(true)
--playRoleAnimation:SetFinishedCallback(function()
-- for _, effect in ipairs(effectList or {}) do
-- if not XTool.UObjIsNil(effect) and effect.gameObject.activeSelf then
-- effect.gameObject:SetActiveEx(false)
-- effect.gameObject:SetActiveEx(true)
-- end
-- end
--end)
end
function XUiPanelRoleModel:SetCurrentUiEffectActive(effectList, isActive)
if XTool.IsTableEmpty(effectList) then
return
end
for _, effect in ipairs(effectList or {}) do
if not XTool.UObjIsNil(effect) then
effect.gameObject:SetActiveEx(isActive)
end
end
end
function XUiPanelRoleModel:ClearUiEffectList(effectList)
for _, effect in ipairs(effectList or {}) do
if not XTool.UObjIsNil(effect) then
XUiHelper.Destroy(effect)
end
end
return {}
end
function XUiPanelRoleModel:GetValidEffect(effectList)
local list = {}
for _, effect in ipairs(effectList or {}) do
if not XTool.UObjIsNil(effect) then
table.insert(list, effect)
end
end
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return list
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)
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self.StandAnimaShowWeaponList = {}
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)
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self.NowFashionId = fashionId
else
resourcesId = XDataCenter.FashionManager.GetFashionResourceIdByCharId(characterId)
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self.NowFashionId = XDataCenter.FashionManager.GetFashionIdByResId(resourcesId)
end
local modelName
if resourcesId then
modelName = XDataCenter.CharacterManager.GetCharResModel(resourcesId)
else
modelName = self:GetModelName(characterId)
end
if not modelName then
return
end
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self.IsStandAnimaShowWeapon = XDataCenter.EquipManager.CheckHasLoadEquipBySignboard(characterId, self.NowFashionId)
self:SetCueId(self.NowFashionId)
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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
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if self.IsStandAnimaShowWeapon and self.HideWeapon then
local equipUsage = XDataCenter.EquipManager.GetEquipAnimControllerBySignboard(characterId, self.NowFashionId)
local newCb = function(model)
self.StandAnimaShowWeaponList[#self.StandAnimaShowWeaponList + 1] = model
if weaponCb then
weaponCb(model)
end
end
self:UpdateCharacterWeaponModels(characterId, modelName, newCb, hideEffect, nil, weaponFashionId, isShowDefaultWeapon, equipUsage)
end
if not hideEffect then
self:UpdateCharacterLiberationLevelEffect(modelName, characterId, growUpLevel, fashionId)
end
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if cb then
cb(model)
end
if self.FixLight then
CS.XGraphicManager.FixUICharacterLightDir(model.gameObject)
end
end)
local actionId = self:GetPlayingStateName(AnimeLayer.Body)
self:LoadCharacterUiEffect(tonumber(characterId), actionId, isNotSelf, weaponFashionId, isShowDefaultWeapon)
end
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---将callback保存在列表中在执行回调时遍历callback列表
---@param model UnityEngine.GameObject 角色模型
---@param callback function 回调函数
---@param disableCallback function 模型销毁的回调
---@param isOnce boolean 是否只执行一次
---@param isInstantExecute boolean 是否立即执行
function XUiPanelRoleModel:SetUiStandAnimaFinishCallback(model, callback, disableCallback, isOnce, isInstantExecute)
isOnce = isOnce or false
isInstantExecute = isInstantExecute or false
self.UiStandCallBack[#self.UiStandCallBack + 1] = { Callback = callback, IsOnce = isOnce }
local playAnima = model.gameObject:GetComponent(typeof(CS.XPlayRoleAnimation))
if not playAnima then
return
end
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if isInstantExecute then
callback()
end
playAnima:SetIsNotRemoveFinishCallback(true)
playAnima:SetFinishedCallback(function()
for i = #self.UiStandCallBack, 1, -1 do
local funcData = self.UiStandCallBack[i]
local callbackFunc = funcData.Callback
local isOnlyOnce = funcData.IsOnce
callbackFunc()
if isOnlyOnce then
table.remove(self.UiStandCallBack, i)
end
end
end)
if disableCallback ~= nil then
playAnima:SetDisableCallback(disableCallback)
end
end
function XUiPanelRoleModel:SetCueId(fashionId)
if not fashionId then
return
end
self.UiStandCallBack = {}
self.CueId = XDataCenter.FashionManager.GetCueIdByFashionId(fashionId)
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
)
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self:LoadCharacterUiEffectOther(character, nil, weapon, weaponFashionId)
end
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function XUiPanelRoleModel:LoadCharacterUiEffectOther(character, actionId, weapon, weaponFashionId)
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
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self:SetCurrentUiEffectActive(model.UiEffect, false)
self:SetCurrentUiEffectActive(model.UiEquipEffect, 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 actionId then
model.UiDefaultId = id
end
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self:LoadCharacterUiEquipEffectOther(model, weapon, fashionId, actionId, weaponFashionId)
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
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local nowFashionId
if fashionId then
resourcesId = XDataCenter.FashionManager.GetResourcesId(fashionId)
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nowFashionId = fashionId
else
resourcesId = XDataCenter.FashionManager.GetFashionResourceIdByCharId(characterId)
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nowFashionId = XDataCenter.FashionManager.GetFashionIdByResId(resourcesId)
end
local modelName
if resourcesId then
modelName = XDataCenter.CharacterManager.GetCharResModel(resourcesId)
else
modelName = self:GetModelName(characterId)
end
if not modelName then
return
end
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targetUiName = targetUiName or self.RefName
local weaponFashionId = XRobotManager.GetRobotWeaponFashionId(robotId)
self:SetCueId(nowFashionId)
self:UpdateRoleModel(modelName, targetPanelRole, targetUiName, function(model)
if not self.HideWeapon then
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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
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end, nil, needDisplayController)
self:LoadResCharacterUiEffect(characterId, fashionId, weaponFashionId, nil, equipTemplateId)
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
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self:UpdateRobotModelPublicNew(weaponFashionId,characterId, weaponCb, fashionId, equipTemplateId, modelCb, needDisplayController, targetPanelRole, targetUiName)
end
--==============================--
--desc: 更新机器人角色模型 可以手动设置角色武器。武器涂装以机器人优先
--==============================--
function XUiPanelRoleModel:UpdateRobotModelWithWeapon(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
if not XTool.IsNumberValid(weaponFashionId) then
weaponFashionId = XRobotManager.GetRobotWeaponFashionId(robotId)
end
self:UpdateRobotModelPublicNew(weaponFashionId,characterId, weaponCb, fashionId, equipTemplateId, modelCb, needDisplayController, targetPanelRole, targetUiName)
end
--==============================--
--desc: 更新机器人角色模型 模型新显示逻辑的公共部分
--==============================--
function XUiPanelRoleModel:UpdateRobotModelPublicNew(weaponFashionId,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
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)
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self:LoadResCharacterUiEffect(characterId, fashionId, weaponFashionId, nil, equipTemplateId)
end
function XUiPanelRoleModel:UpdateCharacterResModel(resId, characterId, targetUiName, cb, growUpLevel, weaponFashionId)
local modelName = XDataCenter.CharacterManager.GetCharResModel(resId)
local fashionId = XDataCenter.FashionManager.GetFashionIdByResId(resId)
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if modelName then
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self:SetCueId(fashionId)
self:UpdateRoleModel(modelName, nil, targetUiName, function(model)
if not self.HideWeapon then
self:UpdateCharacterWeaponModels(characterId, modelName, nil, nil, nil, weaponFashionId)
end
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self:UpdateCharacterLiberationLevelEffect(modelName, characterId, growUpLevel, fashionId)
if cb then
cb(model)
end
end
)
end
if fashionId then
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self:LoadResCharacterUiEffect(characterId, fashionId, weaponFashionId)
end
end
function XUiPanelRoleModel:UpdateCharacterModelByModelId(
modelId,
characterId,
targetPanelRole,
targetUiName,
cb,
growUpLevel,
showDefaultFx)
if not modelId then
return
end
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self:UpdateRoleModel(modelId, targetPanelRole, targetUiName, function(model)
if not self.HideWeapon then
self:UpdateCharacterWeaponModels(characterId, modelId)
end
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self:UpdateCharacterLiberationLevelEffect(modelId, characterId, growUpLevel, nil, showDefaultFx)
if cb then
cb(model)
end
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end)
local defaultFashionId = XCharacterConfigs.GetCharacterTemplate(characterId).DefaultNpcFashtionId
local fashionId
if growUpLevel == 2 then --growUpLevel 2为第一套解放衣服 34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
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self:LoadPartnerUiEffect(modelName, XPartnerConfigs.EffectParentName.ModelLoopEffect, false, false)
--DoPartnerModelControl(modelName, model)
end,
isReLoad,
needController,
IsReLoadController
)
end
end
function XUiPanelRoleModel:UpdateSCBattleShowModel(
modelName,
weaponIdList,
targetUiName,
targetPanelRole,
cb,
isReLoad,
needController,
IsReLoadController)
if modelName then
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self:UpdateRoleModel(modelName, targetPanelRole, targetUiName, function(model)
if cb then
cb(model)
end
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XModelManager.LoadRoleWeaponModel(model, weaponIdList,
self.RefName, nil, false, self.GameObject, modelName)
end, isReLoad, false, IsReLoadController, needController)
end
end
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function XUiPanelRoleModel:UpdateCharacterModelByFightNpcData(fightNpcData, cb, isCute, needDisplayController,customizeWeaponData)
local char = fightNpcData.Character
if char then
local modelName
local fashionId = char.FashionId
if isCute then
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modelName = XCharacterCuteConfig.GetCuteModelModelName(char.Id)
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
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self:SetCueId(fashionId)
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
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end,nil, needDisplayController)
end
if isCute then
self:LoadCharacterCuteUiEffect(char.Id)
elseif customizeWeaponData then
self:LoadResCharacterUiEffect(char.Id, fashionId, fightNpcData.WeaponFashionId, nil, fightNpcData.Equips[1].TemplateId)
else
self:LoadResCharacterUiEffect(char.Id, fashionId)
end
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,
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isShowDefaultWeapon,
equipUsage)
local equipModelIdList = {}
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if equipTemplateId then
local equip = { TemplateId = equipTemplateId }
equipModelIdList = XDataCenter.EquipManager.GetEquipModelIdListByEquipData(equip, weaponFashionId)
else
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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
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local weaponModelList = {}
local tempWeaponCb = function(weaponModel)
weaponModelList[#weaponModelList + 1] = weaponModel
if weaponCb then
weaponCb(weaponModel)
end
end
XModelManager.LoadRoleWeaponModel(
roleModel.Model,
equipModelIdList,
self.RefName,
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tempWeaponCb,
hideEffect,
self.GameObject,
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modelName,
equipUsage
)
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self:WeaponAnimationSync(weaponModelList, 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,
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self.GameObject,
modelName
)
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0~10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
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---@param layer number 状态机层级
---=================================================
function XUiPanelRoleModel:PlayAnima(AnimaName, fromBegin, callBack, errorCb, layer)
local animatorlaye = layer or 0
local IsCanPlay, animator = self:CheckAnimaCanPlay(AnimaName)
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local delay = 1
if IsCanPlay and animator then
if fromBegin then
animator:Play(AnimaName, animatorlaye, 0)
else
animator:Play(AnimaName, animatorlaye)
end
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local isLoadWeapon = self:PlayWeaponAnima(AnimaName, animator, delay, callBack, animatorlaye)
if callBack and not isLoadWeapon then
XScheduleManager.ScheduleOnce(function()
AddPlayingAnimCallBack(self, animator, AnimaName, callBack, animatorlaye)
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end, delay)
end
else
if errorCb then
errorCb()
end
end
return IsCanPlay
end
---=================================================
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--- 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
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---@param layer number 状态机层级
---=================================================
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function XUiPanelRoleModel:PlayAnimaCross(AnimaName, fromBegin, callBack, errorCb, layer)
local animatorlaye = layer or 0
local IsCanPlay, animator = self:CheckAnimaCanPlay(AnimaName)
if IsCanPlay and animator then
local delay = 0.25
if fromBegin then
--animator:Play(AnimaName, animatorlaye, 0)
animator:CrossFadeInFixedTime(AnimaName, delay, animatorlaye, 0)
else
animator:CrossFadeInFixedTime(AnimaName, delay, animatorlaye)
--animator:Play(AnimaName, animatorlaye)
end
local isLoadWeapon = self:PlayWeaponAnima(AnimaName, animator, delay * 1000 + 1, callBack, animatorlaye)
if callBack and not isLoadWeapon then
XScheduleManager.ScheduleOnce(function()
AddPlayingAnimCallBack(self, animator, AnimaName, callBack, animatorlaye)
end, delay * 1000 + 1)
end
else
if errorCb then
errorCb()
end
end
return IsCanPlay
end
function XUiPanelRoleModel:PlayWeaponAnima(actionId, animator, delay, callBack, animatorLayer)
local weaponModelList = self.StandAnimaShowWeaponList
local isStandAnimaShowWeapon = self.IsStandAnimaShowWeapon
local newCallBack = function()
for i = 1, #weaponModelList do
weaponModelList[i].gameObject:SetActiveEx(isStandAnimaShowWeapon)
end
if callBack then
callBack()
end
end
if not isStandAnimaShowWeapon then
weaponModelList = self:LoadWeaponModelWhenPlayAnima(actionId)
if weaponModelList then
XScheduleManager.ScheduleOnce(function()
for i = 1, #weaponModelList do
weaponModelList[i].gameObject:SetActiveEx(true)
end
AddPlayingAnimCallBack(self, animator, actionId, newCallBack, animatorLayer)
end, delay)
return true
end
return false
end
if not self:CheckHasLoadEquipWhenPlayAnima(actionId) and isStandAnimaShowWeapon then
XScheduleManager.ScheduleOnce(function()
for i = 1, #self.StandAnimaShowWeaponList do
self.StandAnimaShowWeaponList[i].gameObject:SetActiveEx(false)
end
AddPlayingAnimCallBack(self, animator, actionId, newCallBack, animatorLayer)
end, delay)
return true
end
return false
end
function XUiPanelRoleModel:CheckHasLoadEquipWhenPlayAnima(actionId)
local modelName = self.CurRoleName
if not modelName then
return false
end
local characterId = self.RoleModelPool[modelName].CharacterId
if not characterId then
return false
end
local fashionId = self.NowFashionId or XDataCenter.CharacterManager.GetShowFashionId(characterId)
if not fashionId then
return false
end
return XDataCenter.EquipManager.CheckHasLoadEquipBySignboard(characterId, fashionId, actionId)
end
function XUiPanelRoleModel:LoadWeaponModelWhenPlayAnima(actionId)
local modelName = self.CurRoleName
if not modelName then
return
end
local characterId = self.RoleModelPool[modelName].CharacterId
if not characterId then
return
end
local weaponFashionId = XDataCenter.WeaponFashionManager.GetCharacterWearingWeaponFashionId(characterId)
local roleModel = self.RoleModelPool[modelName].Model
local equipModelIdList = {}
local equipUsage = nil
local weaponModelList = {}
local weaponCb = function(model)
weaponModelList[#weaponModelList + 1] = model
end
equipModelIdList = XDataCenter.EquipManager.GetEquipModelIdListByCharacterId(characterId, false, weaponFashionId)
equipUsage = XDataCenter.EquipManager.GetEquipAnimControllerBySignboard(characterId, self.NowFashionId, actionId)
--equipUsage = 1
if not equipModelIdList or not next(equipModelIdList) or not roleModel or not equipUsage then
return
end
XModelManager.LoadRoleWeaponModel(roleModel, equipModelIdList, self.RefName, weaponCb, false, self.GameObject, modelName, equipUsage)
return weaponModelList
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
---=================================================
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function XUiPanelRoleModel:StopAnima(oriAnima, force)
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
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-- 是否需要播放动作打断特效
if self.PlayEffectFunc then
self.PlayEffectFunc()
end
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if force and clip or oriAnima == nil or (clip and clip.name == oriAnima) then
-- 停止UI特效
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self.CurrentAnimationName = nil
local model = self.RoleModelPool[self.CurRoleName]
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self:SetCurrentUiEffectActive(model.UiEffect, false)
self:SetCurrentUiEffectActive(model.UiEquipEffect, false)
animator:Play(clip.name, 0, 0.999)
end
end
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---@return UnityEngine.Animator
function XUiPanelRoleModel:GetAnimator()
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local model = self.RoleModelPool[self.CurRoleName]
if not model then
return nil
end
if not XTool.UObjIsNil(model.Model) then
return model.Model:GetComponent("Animator")
else
return nil
end
end
function XUiPanelRoleModel:GetComponent(componentType)
if self.RoleModelPool[self.CurRoleName] then
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return self.RoleModelPool[self.CurRoleName].Model:GetComponent(componentType)
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
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--- 获取正在播放动画名
---@param layerIndex number 状态机层级
---@return string
--------------------------
function XUiPanelRoleModel:GetPlayingStateName(layerIndex)
local animator = self:GetAnimator()
if XTool.UObjIsNil(animator) then
return
end
if XTool.UObjIsNil(animator.runtimeAnimatorController) then
return
end
local actionId
local clips = animator.runtimeAnimatorController.animationClips
local info = animator:GetCurrentAnimatorStateInfo(layerIndex)
for i = 0, clips.Length - 1 do
local clip = clips[i]
if info:IsName(clip.name) then
actionId = clip.name
break
end
end
return actionId
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
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local character = XDataCenter.CharacterManager.GetCharacter(characterId)
local rootName, fxPath, aureoleId
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
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-- 1.如果没有通过超解自定义手环
--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)
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aureoleId = character and XFashionConfigs.GetFashionCfgById(fashionId or character.FashionId).AureoleId
fxPath = XFashionConfigs.GetAureoleEffectPathById(aureoleId)
-- 2.如果有自定义手环
local currLiberateAureoleId = character and character.LiberateAureoleId
if XTool.IsNumberValid(currLiberateAureoleId) then
fxPath = XFashionConfigs.GetAureoleEffectPathById(currLiberateAureoleId)
liberationFx = nil -- 销毁替换之前的 刷新终解环
end
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)
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modelInfo.AureoleId = aureoleId
-- self:FixAurolePos(modelInfo.LiberationFx, characterId, modelInfo)
else
liberationFx:SetActiveEx(true)
end
end
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-- 给外部切换终解特效的接口
function XUiPanelRoleModel:SetLiberationEffect(modelName, rootName, aureoleId, characterId)
if not aureoleId then
return
end
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
local rootTransform = model.transform:FindTransform(rootName)
local effectPath = XFashionConfigs.GetAureoleEffectPathById(aureoleId)
modelInfo.LiberationFx = rootTransform.gameObject:LoadPrefab(effectPath, false)
if modelInfo.LiberationFx then
modelInfo.LiberationFx:SetActiveEx(true)
modelInfo.AureoleId = aureoleId
-- self:FixAurolePos(modelInfo.LiberationFx, characterId, modelInfo)
end
end
-- 由于2.0版本 新增同一角色可佩戴不同角色的手环,需要进行位置修正
function XUiPanelRoleModel:FixAurolePos(auroeTrans, characterId, modelInfo)
local defaultFashionId = XCharacterConfigs.GetCharacterTemplate(characterId).DefaultNpcFashtionId
local aureoleId = XFashionConfigs.GetAllConfigs(XFashionConfigs.TableKey.Fashion)[defaultFashionId].AureoleId
local aureoleConfig = aureoleId and XFashionConfigs.GetAllConfigs(XFashionConfigs.TableKey.FashionAureole)[aureoleId]
local tempEffectGo = nil
local resource = nil
if modelInfo.TempEffectGo then
tempEffectGo = modelInfo.TempEffectGo
else
resource = CS.XResourceManager.Load(aureoleConfig.EffectPath)
tempEffectGo = CS.UnityEngine.Object.Instantiate(resource.Asset, auroeTrans.transform.parent)
end
local tempTrans = tempEffectGo.transform:GetChild(0)
-- 第一子物体同步
local targetFixTrans = auroeTrans.transform:GetChild(0)
local tempGoPostition = tempTrans.localPosition
local tempGoRotation = tempTrans.localEulerAngles
local targetPos = CS.UnityEngine.Vector3(tempGoPostition.x, tempGoPostition.y, 0)
local targetRotation = CS.UnityEngine.Vector3(tempGoRotation.x, tempGoRotation.y, tempGoRotation.z)
targetFixTrans.localPosition = targetPos
targetFixTrans.localEulerAngles = targetRotation
tempEffectGo:SetActiveEx(false)
tempEffectGo.name = "TempAuroe"
modelInfo.TempEffectGo = tempEffectGo
if resource then
CS.XResourceManager.Unload(resource)
end
end
---=================================================
--- 材质控制器相关特效需要跟模型绑定
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---@param effect UnityEngine.GameObject
---=================================================
function XUiPanelRoleModel:BindEffect(effect)
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if XTool.UObjIsNil(effect) then
return
end
if self.CurRoleName and self.RoleModelPool[self.CurRoleName] and self.RoleModelPool[self.CurRoleName].RenderingProxy then
self.RoleModelPool[self.CurRoleName].RenderingProxy:BindEffect(effect)
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effect.gameObject:SetActiveEx(false)
effect.gameObject:SetActiveEx(true)
end
end
function XUiPanelRoleModel:BindEffectByModel(model)
if model.UiEffect then
for i = 1, #model.UiEffect do
self:BindEffect(model.UiEffect[i])
end
end
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if model.UiEquipEffect then
for i = 1, #model.UiEquipEffect do
self:BindEffect(model.UiEquipEffect[i])
end
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
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---@param effectPath string 特效路径
---@param isBindEffect boolean 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
local CreateEffectParentName = function(name)
return name and string.format("Customize_%s", name) or "Default_EffectParent"
end
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---=================================================
---根据PartnerUiEffect加载辅助机特效
---@param modelName string 辅助机模型名字(来自【PartnerModel.tab】StandbyModel/CombatModel字段)
---@param effectParentName string 生成一个前缀Customize_+ effectParentName的节点,特效将挂载在其下。(XPartnerConfigs.EffectParentName枚举)
---@param isBindEffect boolean|nil 材质控制器相关特效和模型绑定
---@param isDisableOldEffect boolean|nil 为true时UnActive指定节点名下挂载的特效
---@param isUseModelParent boolean|nil 为true时该特效节点挂载在模型下
---=================================================
function XUiPanelRoleModel:LoadPartnerUiEffect(modelName, effectParentName, isBindEffect, isDisableOldEffect, isUseModelParent)
if isDisableOldEffect then
self:HideEffectByParentName(effectParentName)
end
if not modelName then
return
end
if isBindEffect == nil then
isBindEffect = false
end
self.EffectParentDic = self.EffectParentDic or {}
self.EffectDic = self.EffectDic or {}
local parentName = CreateEffectParentName(effectParentName)
if isUseModelParent then
parentName = modelName .. parentName
end
local effectInfo = XDataCenter.PartnerManager.GetPartnerUiEffect(modelName, effectParentName)
local curModelInfo = self:GetModelInfoByName(self.CurRoleName)
local effectParent = self.EffectParentDic[parentName]
if not effectInfo then
return
end
if not curModelInfo or XTool.UObjIsNil(curModelInfo.Model) then
XLog.Error("获取模型失败!请检查模型是否加载成功!")
return
end
if effectInfo.BoneRootName then
local node = curModelInfo.Model.transform:FindTransform(effectInfo.BoneRootName)
if XTool.UObjIsNil(node) then
XLog.Error("找不到同名骨骼!骨骼名:" .. effectInfo.BoneRootName)
return
end
effectParent = node:FindTransform(parentName)
if XTool.UObjIsNil(effectParent) then
effectParent = CS.UnityEngine.GameObject(tostring(parentName))
effectParent.transform:SetParent(node, false)
end
else
if not effectParent or XTool.UObjIsNil(effectParent) then
local parentTransform = nil
if isUseModelParent or effectParentName == XPartnerConfigs.EffectParentName.ModelLoopEffect then
parentTransform = curModelInfo.Model.transform
else
parentTransform = self.Transform
end
effectParent = CS.UnityEngine.GameObject(tostring(parentName))
effectParent.transform:SetParent(parentTransform, false)
self.EffectParentDic[parentName] = effectParent
end
end
for i, effectPath in pairs(effectInfo.EffectPath) do
local effectNode = effectParent.transform:FindTransform(effectParentName .. i)
local effect = nil
if not effectNode or XTool.UObjIsNil(effectNode) then
effectNode = CS.UnityEngine.GameObject(effectParentName .. i)
effectNode.transform:SetParent(effectParent.transform, false)
end
effect = effectNode:LoadPrefab(effectPath)
self.EffectDic[parentName] = self.EffectDic[parentName] or {}
self.EffectDic[parentName][effectPath] = effect
if effect == nil or XTool.UObjIsNil(effect) then
XLog.Error("加载的特效为空! 路径:" .. effectPath)
return
end
if isBindEffect then
self:BindEffect(effect)
end
effectNode.gameObject:SetActiveEx(false)
effectNode.gameObject:SetActiveEx(true)
end
end
---=================================================
---生成指定名称的父节点并在其下加载特效
---@param effectPath string 特效路径
---@param effectParentName any 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 boolean|nil 材质控制器相关特效和模型绑定
---@param isDisableOldEffect boolean|nil 为true时UnActive指定节点名下挂载的特效
---@param isUseModelParent boolean|nil 为true时该特效节点挂载在模型下
---=================================================
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
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---读取特效节点
function XUiPanelRoleModel:GetEffectObj(effectParentName, effectPath)
local parentName = CreateEffectParentName(effectParentName)
if XTool.IsTableEmpty(self.EffectDic) or XTool.IsTableEmpty(self.EffectDic[parentName]) then return end
return self.EffectDic[parentName][effectPath]
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
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self.RoleModelPool = {}
end
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---=================================================
---更新Q版角色模型 参数都是复制自UpdateRobotModel
---希望以后统一通用接口,所以进行了二次封装并加上一定注解
---期待一个有缘人统一模型加载参数对象 by ljb
---@param robotId number|nil Robot.tab的robotId
---@param characterId number|nil Character.tab的characterId
---@param equipTemplateId number|nil Equip.tab的equipId
---@param weaponCb function|nil 武器模型加载后回调
---@param fashionId number|nil 模型皮肤id
---@param modelCb function|nil 武器模型加载后回调
---@param needDisplayController boolean
---@param targetPanelRole
---@param targetUiName
---=================================================
function XUiPanelRoleModel:UpdateCuteModel(robotId, characterId, weaponCb, fashionId, equipTemplateId, modelCb, needDisplayController
, targetPanelRole, targetUiName)
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if not characterId then
characterId = XRobotManager.GetCharacterId(robotId)
end
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local modelName = XCharacterCuteConfig.GetCuteModelModelName(characterId)
local weaponFashionId = XRobotManager.GetRobotWeaponFashionId(robotId)
self:UpdateCuteModelByModelName(characterId, fashionId, equipTemplateId, weaponFashionId, weaponCb, modelName,
modelCb, needDisplayController, targetPanelRole, targetUiName)
end
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---=================================================
---更新Q版角色模型 UpdateCuteModel()的二次封装
---@param characterId number|nil
---@param fashionId number|nil
---@param equipTemplateId number|nil
---@param weaponFashionId number|nil
---@param weaponCb function|nil
---@param modelName string
---@param modelCb function|nil
---@param needDisplayController boolean
---@param targetPanelRole
---@param targetUiName
---=================================================
function XUiPanelRoleModel:UpdateCuteModelByModelName(characterId, fashionId, equipTemplateId, weaponFashionId, weaponCb, modelName
, modelCb, needDisplayController, targetPanelRole, targetUiName)
if not modelName or modelName == "" then
return
end
self:UpdateRoleModel(modelName, targetPanelRole, targetUiName, function(model)
if not self.HideWeapon and XTool.IsNumberValid(equipTemplateId) then
self:UpdateCharacterWeaponModels(
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characterId,
modelName,
weaponCb,
true,
equipTemplateId,
weaponFashionId
)
end
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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)
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end, nil, needDisplayController)
self:LoadCharacterCuteUiEffect(characterId)
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
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---@param dataModel XDlcHuntModel
function XUiPanelRoleModel:UpdateDlcModel(dataModel, targetUiName, callback)
local characterId = nil
local weaponFashionId = nil
local weaponId = dataModel:GetWeaponId()
local modelName = dataModel:GetModelId()
local fashionId = nil
local targetPanelRole = nil
self:UpdateRoleModel(modelName, targetPanelRole, targetUiName, function(model)
if not weaponId then
if callback then callback() end
return
end
self:UpdateCharacterWeaponModels(characterId, modelName, callback, true, weaponId, weaponFashionId)
end, nil, nil)
self:LoadResCharacterUiEffect(characterId, fashionId, weaponFashionId)
end
-- 开启/关闭头部跟随
function XUiPanelRoleModel:SetXPostFaicalControllerActive(flag)
if not self.CurRoleName then
return
end
local curModelInfo = self:GetModelInfoByName(self.CurRoleName)
local model
if curModelInfo then
model = curModelInfo.Model.transform
end
if not model then
return
end
local targetComponent = model:GetComponent(typeof(CS.XPostFaicalController))
if not targetComponent then
return
end
targetComponent.enabled = true
targetComponent:ActiveInput(flag)
end
function XUiPanelRoleModel:SetLocalPosition(v3)
if not self.CurRoleName then
return
end
local curModelInfo = self.RoleModelPool[self.CurRoleName]
curModelInfo.Model.transform.localPosition = v3
end
function XUiPanelRoleModel:SetLocalRotation(v3)
if not self.CurRoleName then
return
end
local curModelInfo = self.RoleModelPool[self.CurRoleName]
curModelInfo.Model.transform.localEulerAngles = v3
end
function XUiPanelRoleModel:SetWorldPosition(v3)
if not self.CurRoleName then
return
end
local curModelInfo = self.RoleModelPool[self.CurRoleName]
curModelInfo.Model.transform.position = v3
end
function XUiPanelRoleModel:GetTransform()
if not self.CurRoleName then
return
end
local curModelInfo = self.RoleModelPool[self.CurRoleName]
return curModelInfo.Model.transform
end
-- 同步武器动画
function XUiPanelRoleModel:WeaponAnimationSync(weaponModelList, modelName)
if XTool.IsTableEmpty(weaponModelList) then
return
end
local isAnimReset = XEquipConfig.GetEquipAnimIsReset(modelName)
if not isAnimReset then
return
end
local roleModel = self.RoleModelPool[modelName]
if not roleModel or XTool.UObjIsNil(roleModel.Model.gameObject) then
return
end
local playRoleAnimation = roleModel.Model.gameObject:GetComponent("XPlayRoleAnimation")
if not playRoleAnimation then
return
end
local defaultAnimeName = playRoleAnimation.DefaultClip
if defaultAnimeName ~= "UiStand1" then
return
end
local defaultAnimeLength = 0
for i = 0, playRoleAnimation.Clips.Length - 1 do
local clip = playRoleAnimation.Clips[i]
if clip and clip.name == defaultAnimeName then
defaultAnimeLength = clip.length
break
end
end
playRoleAnimation:SetPlayCallback(function(leftTime)
local layerIndex = 0
for _, weaponModel in pairs(weaponModelList or {}) do
if XTool.UObjIsNil(weaponModel) then
goto CONTINUE
end
---@type UnityEngine.Animator
local weaponAnim = weaponModel:GetComponent("Animator")
if XTool.UObjIsNil(weaponAnim) or XTool.UObjIsNil(weaponAnim.runtimeAnimatorController) then
goto CONTINUE
end
local stateInfo = weaponAnim:GetCurrentAnimatorStateInfo(layerIndex)
local length = stateInfo.length
-- 角色动作时长和武器动作时长不一致时跳过武器动作重置
if length <= 0 or math.abs(defaultAnimeLength - length) > 0.05 then
goto CONTINUE
end
local time = leftTime / length
weaponAnim:Play(stateInfo.shortNameHash, layerIndex, time)
:: CONTINUE ::
end
end)
end
return XUiPanelRoleModel