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

158 lines
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5.3 KiB
Lua

local XRpgMakerGameObject = require("XEntity/XRpgMakerGame/Object/XRpgMakerGameObject")
local type = type
local pairs = pairs
local DefaultHp = 100
local Default = {
_CurrentHp = 100, --当前血量
_FaceDirection = 0, --朝向
_KillByTrapRound = 0,
}
---影子对象
---@class XRpgMakerGameShadow:XRpgMakerGameObject
local XRpgMakerGameShadow = XClass(XRpgMakerGameObject, "XRpgMakerGameShadow")
function XRpgMakerGameShadow:Ctor(id)
for key, value in pairs(Default) do
if type(value) == "table" then
self[key] = {}
else
self[key] = value
end
end
self:InitData()
end
function XRpgMakerGameShadow:InitData()
local shadowId = self:GetId()
-- local pointX = XRpgMakerGameConfigs.GetRpgMakerGameShadowX(shadowId)
-- local pointY = XRpgMakerGameConfigs.GetRpgMakerGameShadowY(shadowId)
-- local direction = XRpgMakerGameConfigs.GetRpgMakerGameShadowDirection(shadowId)
-- self:UpdatePosition({PositionX = pointX, PositionY = pointY})
-- self:SetFaceDirection(direction)
self:SetCurrentHp(DefaultHp)
if not XTool.IsTableEmpty(self.MapObjData) then
self:InitDataByMapObjData(self.MapObjData)
end
end
---@param mapObjData XMapObjectData
function XRpgMakerGameShadow:InitDataByMapObjData(mapObjData)
self.MapObjData = mapObjData
local direction = mapObjData:GetParams()[2]
self:UpdatePosition({PositionX = mapObjData:GetX(), PositionY = mapObjData:GetY()})
self:SetFaceDirection(direction)
self:SetCurrentHp(DefaultHp)
end
function XRpgMakerGameShadow:UpdateData(data)
self._CurrentHp = data.CurrentHp
self._FaceDirection = data.FaceDirection
self._KillByTrapRound = data.KillByTrapRound
self:UpdatePosition(data)
end
function XRpgMakerGameShadow:SetCurrentHp(hp)
self._CurrentHp = hp
end
function XRpgMakerGameShadow:SetFaceDirection(faceDirection)
self._FaceDirection = faceDirection
end
function XRpgMakerGameShadow:GetFaceDirection()
return self._FaceDirection
end
function XRpgMakerGameShadow:GetCurrentHp()
return self._CurrentHp
end
function XRpgMakerGameShadow:PlayMoveAction(action, cb, mapId, stageId)
local nextAction = XDataCenter.RpgMakerGameManager.GetNextAction(true)
if nextAction then
if nextAction.ActionType == XRpgMakerGameConfigs.RpgMakerGameActionType.ActionPlayerDrown then
self:DieByDrown(mapId, action.EndPosition.PositionX, action.EndPosition.PositionY)
elseif nextAction.ActionType == XRpgMakerGameConfigs.RpgMakerGameActionType.ActionPlayerTransfer then
self:SetIsTranser(true)
end
end
local bubbleMoveActions = XDataCenter.RpgMakerGameManager.GetActionsNotRemove(XRpgMakerGameConfigs.RpgMakerGameActionType.ActionBubbleMove)
for _, temp in ipairs(bubbleMoveActions) do
if temp and temp.ShadowId == self.MapObjData:GetParams()[1] then
local xDistance = action.EndPosition.PositionX - action.StartPosition.PositionX
local yDistance = action.EndPosition.PositionY - action.StartPosition.PositionY
if xDistance ~= 0 then
action.EndPosition.PositionX = xDistance> 0 and action.EndPosition.PositionX - 1 or action.EndPosition.PositionX + 1
end
if yDistance ~= 0 then
action.EndPosition.PositionY = yDistance> 0 and action.EndPosition.PositionY - 1 or action.EndPosition.PositionY + 1
end
end
end
local roleId = XRpgMakerGameConfigs.GetStageShadowId(stageId)
local skillType = XRpgMakerGameConfigs.GetRoleSkillType(roleId)
self:CheckIsSteelAdsorb(mapId, action.EndPosition.PositionX, action.EndPosition.PositionY, skillType)
XRpgMakerGameShadow.Super.PlayMoveAction(self, action, cb, skillType)
end
function XRpgMakerGameShadow:Die()
self:SetCurrentHp(0)
end
function XRpgMakerGameShadow:IsAlive()
return self._CurrentHp > 0
end
function XRpgMakerGameShadow:UpdateObjPosAndDirection()
local transform = self:GetTransform()
if XTool.UObjIsNil(transform) then
return
end
local x = self:GetPositionX()
local y = self:GetPositionY()
local direction = self:GetFaceDirection()
local cubePosition = self:GetCubeUpCenterPosition(y, x)
cubePosition.y = transform.position.y
self:SetGameObjectPosition(cubePosition)
self:ChangeDirectionAction({Direction = direction})
end
--检查是否死亡
function XRpgMakerGameShadow:CheckIsDeath()
local currentHp = self:GetCurrentHp()
local isDeath = currentHp <= 0
self:SetActive(not isDeath)
end
function XRpgMakerGameShadow:OnLoadComplete()
XRpgMakerGameShadow.Super.OnLoadComplete(self)
if not self.RoleModelPanel then
return
end
local modelKey = self:GetModelKey()
local effectPath = XRpgMakerGameConfigs.GetRpgMakerGameModelPath(modelKey)
self.RoleModelPanel:LoadEffect(effectPath, modelKey, true, true, true)
end
--杀死怪物
function XRpgMakerGameShadow:PlayKillMonsterAction(action, cb)
local monsterId = action.MonsterId
local cb = cb
local monsterObj = XDataCenter.RpgMakerGameManager.GetMonsterObj(monsterId)
self:PlayAtkAction(function()
monsterObj:PlayBeAtkAction(cb)
monsterObj:RemoveViewAreaAndLine()
monsterObj:InitSentryData()
end)
end
return XRpgMakerGameShadow