PGRData/Script/matrix/xui/xuidraw/XUiDrawScene.lua

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---@class XUiDrawScene
local XUiDrawScene = XClass(nil,"XUiDrawScene")
local XUiPanelRoleModel = require("XUi/XUiCharacter/XUiPanelRoleModel")
---@param ui XUi
function XUiDrawScene:Ctor(ui)
self.Ui = ui
end
function XUiDrawScene:InitScene()
if not XTool.UObjIsNil(self.ModelRoot) then
return
end
self.ModelRoot = self.Root:FindTransform("PanelModelCase1")
---@type XUiPanelRoleModel
self.PanelRoleModel = XUiPanelRoleModel.New(self.ModelRoot, self.Ui.Name, false, true, true, true, false)
end
function XUiDrawScene:RefreshScene(drawCfg)
self.DrawCfg = drawCfg
--self.Ui:PlayAnimation("DarkEnable",function()
self:LoadScene(drawCfg.ScenePath,drawCfg.UiModelPath,function()
if self.DrawCfg.Type == XDrawConfigs.ModelType.Role then
self:LoadRoleModel(tonumber(drawCfg.ModelId),drawCfg.IsHideWeapon == 1,function()
--self.Ui:PlayAnimation("DarkDisable")
end)
elseif self.DrawCfg.Type == XDrawConfigs.ModelType.Weapon then
self:LoadWeaponModel(drawCfg.ModelId,function()
--self.Ui:PlayAnimation("DarkDisable")
end)
elseif self.DrawCfg.Type == XDrawConfigs.ModelType.Partner then
self:LoadPartnerModel(tonumber(drawCfg.ModelId),function()
--self.Ui:PlayAnimation("DarkDisable")
end)
end
end)
--end)
end
---@param modelId number
function XUiDrawScene:LoadRoleModel(modelId,isHideWeapon,cb)
self.PanelRoleModel.HideWeapon = isHideWeapon
local fashtionId = XCharacterConfigs.GetCharacterTemplate(modelId).DefaultNpcFashtionId
--XDataCenter.DisplayManager.UpdateRoleModel(self.PanelRoleModel, modelId, nil, fashtionId)
self.PanelRoleModel:UpdateCharacterModel(modelId, self.ModelRoot, self.Ui.Name, function(model)
self:SetModelTransform(model)
model.gameObject:SetActiveEx(true)
if cb then
cb()
end
--local animeID = XDataCenter.DrawManager.GetDrawShowCharacter(modelId).AnimeID
--local voiceId = XDataCenter.DrawManager.GetDrawShowCharacter(modelId).VoiceId
--if animeID then
-- self.PanelRoleModel:PlayAnima(animeID)
--end
--if voiceId then
-- self.CvInfo = CS.XAudioManager.PlayCv(voiceId)
--end
end,nil,fashtionId,0,true,true,true)
--XModelManager.LoadRoleModel(modelId, self.ModelRoot, function(model)
-- --self.Ui.DragPanel.Target = model.transform
-- ---@type UnityEngine.Animator
-- self.Animator = model:GetComponent("Animator")
-- if not Animator then
-- self.Animator = model:AddComponent("Animator")
-- end
-- if self.Animator and controllerPath then
-- local animatorController = CS.LoadHelper.LoadUiController(controllerPath,"UiDrawScene"..self.DrawCfg.Id)
-- self.Animator.runtimeAnimatorController = animatorController
-- end
--end)
end
---@param modelId string
function XUiDrawScene:LoadWeaponModel(modelId,cb)
--self.PanelRoleModel:UpdateCharacterWeaponModelsOther(nil,tonumber(modelId),nil,false)
local modelConfig = XDataCenter.EquipManager.GetWeaponModelCfg(tonumber(modelId), self.Ui.Name, 0)
XModelManager.LoadWeaponModel(modelConfig.ModelId, self.ModelRoot.gameObject, modelConfig.TransformConfig, self.Ui.Name,function(model)
self:SetModelTransform(model)
if cb then
cb()
end
end,{showEffect = true, gameObject = self.Ui.GameObject})
end
---@param templateId string
function XUiDrawScene:LoadPartnerModel(templateId,cb)
--self.PanelRoleModel:UpdatePartnerModel(modelId, self.Ui.Name,nil,nil,true,true,true)
-- 待机模型
local standByModel = XPartnerConfigs.GetPartnerModelStandbyModel(templateId)
self.PanelRoleModel:UpdatePartnerModel(standByModel, XModelManager.MODEL_UINAME.XUiDrawShow, nil, function(SModel)
SModel.gameObject:SetActiveEx(true)
self:SetModelTransform(SModel)
if cb then
cb()
end
end, false, true)
-- 变形
local sToCAnime = XPartnerConfigs.GetPartnerModelSToCAnime(templateId)
local sToCBornEffect = XPartnerConfigs.GetPartnerModelSToCEffect(templateId)
local combatBornEffect = XPartnerConfigs.GetPartnerModelCombatBornEffect(templateId)
local combatModel = XPartnerConfigs.GetPartnerModelCombatModel(templateId)
local CombatBornAnime = XPartnerConfigs.GetPartnerModelCombatBornAnime(templateId)
local voiceId = XPartnerConfigs.GetPartnerModelSToCVoice(templateId)
-- 音效
if voiceId and voiceId > 0 then
self.CvInfo = XSoundManager.PlaySoundByType(voiceId, XSoundManager.SoundType.Sound)
end
-- 变形特效
self.PanelRoleModel:LoadEffect(sToCBornEffect, "ModelOffEffect", true, true)
-- 动画
self.PanelRoleModel:PlayAnima(sToCAnime, true, function()
-- 出生特效
self.PanelRoleModel:LoadEffect(combatBornEffect, "ModelOnEffect", true, true)
-- 战斗模型
self.PanelRoleModel:UpdatePartnerModel(combatModel, XModelManager.MODEL_UINAME.XUiDrawShow, nil, function(CModel)
CModel.gameObject:SetActiveEx(true)
self:SetModelTransform(CModel)
end, false, true)
-- 动画
self.PanelRoleModel:PlayAnima(CombatBornAnime, true, function()
end)
end)
end
---@param sceneUrl string
---@param modelUrl string
function XUiDrawScene:LoadScene(sceneUrl, modelUrl,cb)
self.Ui:LoadUiScene(sceneUrl, modelUrl,function()
self.Root = self.Ui.UiModelGo.transform
self:InitScene()
if cb then
cb()
end
end)
end
---@param model UnityEngine.GameObject
function XUiDrawScene:SetModelTransform(model)
if self.DrawCfg.ModelPosition then
local position = XTool.ConvertStringToVector3(self.DrawCfg.ModelPosition)
self.ModelRoot.position = position
end
if self.DrawCfg.ModelRotation then
local rotation = XTool.ConvertStringToVector3(self.DrawCfg.ModelRotation)
self.ModelRoot.eulerAngles = rotation
end
if self.DrawCfg.ModelScale then
local scale = XTool.ConvertStringToVector3(self.DrawCfg.ModelScale)
self.ModelRoot.localScale = scale
end
end
return XUiDrawScene