PGRData/Script/matrix/xentity/xrpgmakergame/object/XRpgMakerGameBubble.lua
2024-09-01 22:49:41 +02:00

152 lines
No EOL
5.2 KiB
Lua

local XRpgMakerGameObject = require("XEntity/XRpgMakerGame/Object/XRpgMakerGameObject")
local MoveSpeed = CS.XGame.ClientConfig:GetInt("RpgMakeGameMoveSpeed")
---推箱子魔法阵
---@class XRpgMakerGameBubble:XRpgMakerGameObject
local XRpgMakerGameBubble = XClass(XRpgMakerGameObject, "XRpgMakerGameBubble")
function XRpgMakerGameBubble:Ctor(id)
self:InitData()
end
function XRpgMakerGameBubble:InitData()
if not XTool.IsTableEmpty(self.MapObjData) then
self:InitDataByMapObjData(self.MapObjData)
end
self.IsBroken = false
end
---@param mapObjData XMapObjectData
function XRpgMakerGameBubble:InitDataByMapObjData(mapObjData)
self.MapObjData = mapObjData
self:UpdatePosition({PositionX = self.MapObjData:GetX(), PositionY = self.MapObjData:GetY()})
end
function XRpgMakerGameBubble:UpdateData(data)
self:UpdatePosition(data)
end
function XRpgMakerGameBubble:UpdateObjPosAndDirection()
local transform = self:GetTransform()
if XTool.UObjIsNil(transform) then
return
end
local x = self:GetPositionX()
local y = self:GetPositionY()
local cubePosition = self:GetCubeUpCenterPosition(y, x)
cubePosition.y = transform.position.y
self:SetGameObjectPosition(cubePosition)
self:SetActive(not self.IsBroken)
self:ShowBaseEffect(not self.IsBroken)
end
function XRpgMakerGameBubble:Dispose()
if self.BubbleBrokenEffect then
CS.UnityEngine.GameObject.Destroy(self.BubbleBrokenEffect)
self.BubbleBrokenEffect = nil
end
XRpgMakerGameBubble.Super.Dispose(self)
end
--移动
function XRpgMakerGameBubble:PlayMoveAction(action, cb)
local transform = self:GetTransform()
local startPosX = action.StartPosition.PositionX
local startPosY = action.StartPosition.PositionY
local endPosX = action.EndPosition.PositionX
local endPosY = action.EndPosition.PositionY
local startCube = self:GetCubeObj(startPosY, startPosX)
local endCube = self:GetCubeObj(endPosY, endPosX)
local startCubePosition = startCube:GetGameObjUpCenterPosition()
local endCubePosition = endCube:GetGameObjUpCenterPosition()
local cubeDistance = CS.UnityEngine.Vector3.Distance(startCubePosition, endCubePosition)
local playActionTime = cubeDistance / MoveSpeed
self:SetGameObjectPosition(startCubePosition)
--计算移动到目标位置的距离
local gameObjPosition = self:GetGameObjPosition()
local enterStageDb = XDataCenter.RpgMakerGameManager:GetRpgMakerGameEnterStageDb()
local mapId = enterStageDb:GetMapId()
local trapId = XRpgMakerGameConfigs.GetRpgMakerGameTrapId(mapId, endPosX, endPosY) --移动到的坐标有陷阱时,不偏移模型的位置
local moveX = endCubePosition.x - gameObjPosition.x
local moveZ = endCubePosition.z - gameObjPosition.z
--在格子边缘停止移动
if (self:IsDieByDrown() and not self:IsNotPlayDrownAnima()) or self:IsTranser() then
local cubeSize = endCube:GetGameObjSize()
local moveTempX = endCubePosition.x - startCubePosition.x
if moveTempX < 0 then
moveX = moveX + cubeSize.x / 2
elseif moveTempX > 0 then
moveX = moveX - cubeSize.x / 2
end
local moveTempZ = endCubePosition.z - startCubePosition.z
if moveTempZ < 0 then
moveZ = moveZ + cubeSize.z / 2
elseif moveTempZ > 0 then
moveZ = moveZ - cubeSize.z / 2
end
end
local movePositionX
local movePositionZ
local curMoveDistance --当前距离起点移动了多少
self.PlayMoveActionTimer = XUiHelper.Tween(2, function(f)
if XTool.UObjIsNil(transform) then
return
end
curMoveDistance = playActionTime * f * MoveSpeed
movePositionX = gameObjPosition.x + moveX * f
movePositionZ = gameObjPosition.z + moveZ * f
self:SetGameObjectPosition(Vector3(movePositionX, startCubePosition.y, movePositionZ), trapId)
end, function()
self:StopPlayMoveActionTimer()
if cb then cb() end
end)
end
function XRpgMakerGameBubble:SetIsBroken(isBroken)
self.IsBroken = isBroken
end
---泡泡破裂特效
function XRpgMakerGameBubble:PlayBubbleBrokenEffect(cb)
if XTool.UObjIsNil(self.BubbleBrokenEffect) then
local effectPath = XRpgMakerGameConfigs.GetRpgMakerGameModelPath(XRpgMakerGameConfigs.ModelKeyMaps.BubbleBrokenEffect)
local resource = self:ResourceManagerLoad(effectPath)
local position = self:GetTransform().position
if not position then
return
end
self.BubbleBrokenEffect = self:LoadEffect(resource.Asset, position)
end
self.BubbleBrokenEffect.gameObject:SetActiveEx(true)
XSoundManager.PlaySoundByType(XSoundManager.UiBasicsMusic.RpgMakerGame_BubbleBroken, XSoundManager.SoundType.Sound)
self:ShowBaseEffect(false)
XScheduleManager.ScheduleOnce(function()
self:SetActive(false)
self.BubbleBrokenEffect.gameObject:SetActiveEx(false)
if cb then cb() end
end, 500)
end
function XRpgMakerGameBubble:ShowBaseEffect(active)
self:GetTransform():GetChild(0).gameObject:SetActiveEx(active)
end
function XRpgMakerGameBubble:OnLoadComplete()
self:SetActive(false)
self:SetActive(true)
XRpgMakerGameBubble.Super.OnLoadComplete(self)
end
return XRpgMakerGameBubble