258 lines
6.3 KiB
Lua
258 lines
6.3 KiB
Lua
local CSXScheduleManagerScheduleOnce = XScheduleManager.ScheduleOnce
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local CSXScheduleManagerUnSchedule = XScheduleManager.UnSchedule
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local ActionStatus = {
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UNINIIALIZED = "UNINIIALIZED",
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ENTER = "ENTER",
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RUNNING = "RUNNING",
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BLOCK = "BLOCK",
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EXIT = "EXIT",
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TERMINATED = "TERMINATED"
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}
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local _ActiveActionCount = 0 --记录所有已激活剧情节点,用于判断退出剧情后所有节点清理行为完全结束的状态
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XMovieActionBase = XClass(nil, "XMovieActionBase")
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function XMovieActionBase:Ctor(actionData)
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local paramToNumber = XDataCenter.MovieManager.ParamToNumber
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self.Status = ActionStatus.UNINIIALIZED
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self.ActionId = actionData.ActionId
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self.IsActionBlock = paramToNumber(actionData.IsBlock) ~= 0
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self.IsEnd = actionData.IsEnd ~= 0
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self.NextActionId = actionData.NextActionId
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self.BeginAnim = actionData.BeginAnim
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self.EndAnim = actionData.EndAnim
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self.BeginDelay = actionData.BeginDelay
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self.EndDelay = actionData.EndDelay
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self.Type = actionData.Type
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XEventManager.AddEventListener(XEventId.EVENT_MOVIE_UI_OPEN, self.InitUiRoot, self)
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XEventManager.AddEventListener(XEventId.EVENT_MOVIE_UI_DESTROY, self.ClearUiRoot, self)
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XEventManager.AddEventListener(XEventId.EVENT_MOVIE_AUTO_PLAY, self.OnSwitchAutoPlay, self)
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end
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function XMovieActionBase:GetNextActionId()
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return self.NextActionId
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end
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function XMovieActionBase:GetSelectedActionId()
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return 0
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end
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function XMovieActionBase:GetDelaySelectActionId()
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return 0
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end
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function XMovieActionBase:GetResumeActionId()
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return 0
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end
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function XMovieActionBase:GetBeginAnim()
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return self.BeginAnim
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end
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function XMovieActionBase:GetEndAnim()
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return self.EndAnim
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end
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function XMovieActionBase:GetBeginDelay()
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return self.BeginDelay
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end
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function XMovieActionBase:GetEndDelay()
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return self.EndDelay
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end
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function XMovieActionBase:GetType()
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return self.Type
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end
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function XMovieActionBase:IsBlock()
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return self.IsActionBlock
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end
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function XMovieActionBase:IsEnding()
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return self.IsEnd
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end
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function XMovieActionBase:IsWaiting()
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return self.Lock
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end
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function XMovieActionBase:InitUiRoot(uiRoot)
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_ActiveActionCount = _ActiveActionCount + 1
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self.UiRoot = uiRoot
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self:OnUiRootInit(uiRoot)
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end
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function XMovieActionBase:ClearUiRoot()
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self.UiRoot = {}
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self:ClearDelayId()
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self.Status = ActionStatus.UNINIIALIZED
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self:OnUiRootDestroy()
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_ActiveActionCount = _ActiveActionCount - 1
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if _ActiveActionCount == 0 then
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XEventManager.DispatchEvent(XEventId.EVENT_MOVIE_UI_CLOSED)
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end
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end
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function XMovieActionBase:Enter()
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if self.Status ~= ActionStatus.ENTER then
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return
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end
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self:OnInit()
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self:ChangeStatus(self:GetBeginDelay(), self:GetBeginAnim())
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end
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function XMovieActionBase:BlockSelf()
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if self.Status ~= ActionStatus.BLOCK then
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return
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end
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end
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function XMovieActionBase:Run()
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if self.Status ~= ActionStatus.RUNNING then
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return
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end
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self:OnRunning()
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self:ChangeStatus()
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end
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function XMovieActionBase:Exit()
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if self.Status ~= ActionStatus.EXIT then
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return
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end
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self:ChangeStatus(self:GetEndDelay(), self:GetEndAnim())
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end
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function XMovieActionBase:Destroy()
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if self.Status ~= ActionStatus.TERMINATED then
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return
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end
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--self.Status = ActionStatus.UNINIIALIZED
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self:OnDestroy()
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return true
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end
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function XMovieActionBase:ChangeStatus(delay, animName)
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self.Lock = true
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local changeFunc = function()
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self.Lock = nil
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if XTool.UObjIsNil(self.UiRoot.GameObject) then
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return
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end
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if self.Status == ActionStatus.UNINIIALIZED then
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self.Status = ActionStatus.ENTER
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self:Enter()
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elseif self.Status == ActionStatus.ENTER then
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self.Status = ActionStatus.RUNNING
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self:Run()
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elseif self.Status == ActionStatus.RUNNING then
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if self:IsBlock() then
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self.Status = ActionStatus.BLOCK
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self:BlockSelf()
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else
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self.Status = ActionStatus.EXIT
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self:Exit()
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end
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elseif self.Status == ActionStatus.BLOCK then
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self.Status = ActionStatus.EXIT
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self:Exit()
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elseif self.Status == ActionStatus.EXIT then
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self.Status = ActionStatus.TERMINATED
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self:OnExit()
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XEventManager.DispatchEvent(XEventId.EVENT_MOVIE_BREAK_BLOCK)
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end
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end
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local animCb = function()
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if delay and delay ~= 0 then
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self.DelayId =
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self.DelayId or
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CSXScheduleManagerScheduleOnce(
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function()
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self.DelayId = nil
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changeFunc()
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end,
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delay
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)
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else
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changeFunc()
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end
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end
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if animName and animName ~= "NoAnim" then
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if XTool.UObjIsNil(self.UiRoot.GameObject) then
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return
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end
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local anim = self.UiRoot[animName]
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if not anim then
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XLog.Error("animName配置错误,找不到" .. animName .. "对应的动画,请检查节点: " .. self.ActionId)
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return
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end
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anim.gameObject:SetActiveEx(true)
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if not anim.gameObject.activeInHierarchy then
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return
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end
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anim:PlayTimelineAnimation(
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function()
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XLuaUiManager.SetMask(false)
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anim.gameObject:SetActiveEx(false)
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animCb()
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end,
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function()
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XLuaUiManager.SetMask(true)
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end
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)
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else
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animCb()
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end
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end
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function XMovieActionBase:ClearDelayId()
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if self.DelayId then
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CSXScheduleManagerUnSchedule(self.DelayId)
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self.DelayId = nil
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end
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self.Lock = false
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end
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function XMovieActionBase:OnUiRootInit()
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end
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function XMovieActionBase:OnUiRootDestroy()
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end
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function XMovieActionBase:OnInit()
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end
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function XMovieActionBase:OnRunning()
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end
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function XMovieActionBase:OnExit()
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end
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function XMovieActionBase:OnDestroy()
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end
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function XMovieActionBase:OnSwitchAutoPlay()
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end
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function XMovieActionBase:CanContinue()
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return true
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end
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function XMovieActionBase:OnReset()
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self.Status = ActionStatus.UNINIIALIZED
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end
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function XMovieActionBase:OnUndo()
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end
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