PGRData/Script/matrix/xentity/xrpgmakergame/object/XRpgMakerGameSteelData.lua

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local XRpgMakerGameObject = require("XEntity/XRpgMakerGame/Object/XRpgMakerGameObject")
local type = type
local pairs = pairs
local Vector3 = CS.UnityEngine.Vector3
--钢板对象
local XRpgMakerGameSteelData = XClass(XRpgMakerGameObject, "XRpgMakerGameSteelData")
function XRpgMakerGameSteelData:Ctor(id, gameObject)
self.SteelStatus = XRpgMakerGameConfigs.XRpgMakerGameSteelBrokenType.Init
self.IsCheckPlayFlat = false --是否需要根据当前的状态加载对应的特效
end
function XRpgMakerGameSteelData:InitData()
local id = self:GetId()
local x = XRpgMakerGameConfigs.GetEntityX(id)
local y = XRpgMakerGameConfigs.GetEntityY(id)
self:UpdatePosition({PositionX = x, PositionY = y})
self:SetStatus(XRpgMakerGameConfigs.XRpgMakerGameSteelBrokenType.Init)
end
--0正常1破损
function XRpgMakerGameSteelData:SetStatus(steelType)
if self.SteelStatus ~= steelType then
self.IsCheckPlayFlat = true
end
self.SteelStatus = steelType
end
function XRpgMakerGameSteelData:GetStatus()
return self.SteelStatus
end
--检查加载哪种特效
function XRpgMakerGameSteelData:CheckPlayFlat()
if not self.IsCheckPlayFlat then
return
end
local status = self:GetStatus()
local modelKey = status == XRpgMakerGameConfigs.XRpgMakerGameSteelBrokenType.Init and
XRpgMakerGameConfigs.ModelKeyMaps.Steel or
XRpgMakerGameConfigs.ModelKeyMaps.SteelBroken
local modelPath = XRpgMakerGameConfigs.GetRpgMakerGameModelPath(modelKey)
self:LoadModel(modelPath)
self.IsCheckPlayFlat = false
if status == XRpgMakerGameConfigs.XRpgMakerGameSteelBrokenType.Flat or status == XRpgMakerGameConfigs.XRpgMakerGameSteelBrokenType.Trap then
XSoundManager.PlaySoundByType(XSoundManager.UiBasicsMusic.RpgMakerGame_Broken, XSoundManager.SoundType.Sound)
end
end
return XRpgMakerGameSteelData