646 lines
No EOL
24 KiB
Lua
646 lines
No EOL
24 KiB
Lua
local CSUnityEngineObjectInstantiate = CS.UnityEngine.Object.Instantiate
|
||
local Vector3 = CS.UnityEngine.Vector3
|
||
local CSXResourceManagerLoad = CS.XResourceManager.Load
|
||
local CSXResourceManagerLoadAsync = CS.XResourceManager.LoadAsync
|
||
|
||
local XRpgMakerGameBlock = require("XEntity/XRpgMakerGame/Object/XRpgMakerGameBlock")
|
||
local XRpgMakerGameGap = require("XEntity/XRpgMakerGame/Object/XRpgMakerGameGap")
|
||
local XRpgMakerGameCube = require("XEntity/XRpgMakerGame/Object/XRpgMakerGameCube")
|
||
local XRpgMakerGameTrap = require("XEntity/XRpgMakerGame/Object/XRpgMakerGameTrap")
|
||
local XRpgMakerGameGrassData = require("XEntity/XRpgMakerGame/Object/XRpgMakerGameGrassData")
|
||
|
||
local XUiRpgMakerGamePlayScene = XClass(nil, "XUiRpgMakerGamePlayScene")
|
||
|
||
function XUiRpgMakerGamePlayScene:LoadScene(mapId, sceneLoadCompleteCb)
|
||
self.MapId = mapId
|
||
|
||
local sceneAssetUrl = XRpgMakerGameConfigs.GetRpgMakerGamePrefab(mapId)
|
||
self.Resource = CSXResourceManagerLoadAsync(sceneAssetUrl)
|
||
CS.XTool.WaitCoroutine(self.Resource, function()
|
||
if not self.Resource or not self.Resource.Asset then
|
||
XLog.Error("XUiRpgMakerGamePlayScene LoadScene error, instantiate error, name: " .. sceneAssetUrl)
|
||
return
|
||
end
|
||
|
||
self.GameObject = CSUnityEngineObjectInstantiate(self.Resource.Asset)
|
||
self.SceneObjRoot = XUiHelper.TryGetComponent(self.GameObject.transform, "GroupBase/Objects")
|
||
self.BlockObjs = {}
|
||
self.GapObjs = {}
|
||
self.CubeObjs = {}
|
||
self.TrapObjs = {}
|
||
self.NewGrowObjs = {} --非配置生成的草圃对象字典
|
||
self.NewGrowRoundObjs = {} --非配置生成的草圃对象对应的回合数是否显示
|
||
self:Init()
|
||
if sceneLoadCompleteCb then
|
||
sceneLoadCompleteCb()
|
||
end
|
||
end)
|
||
end
|
||
|
||
function XUiRpgMakerGamePlayScene:RemoveScene()
|
||
if self.GameObject then
|
||
CS.UnityEngine.GameObject.Destroy(self.GameObject)
|
||
self.GameObject = nil
|
||
end
|
||
|
||
if self.Resource then
|
||
self.Resource:Release()
|
||
self.Resource = nil
|
||
end
|
||
end
|
||
|
||
function XUiRpgMakerGamePlayScene:DisposeMonsterPatrolLineObjs()
|
||
for _, obj in pairs(self.MonsterPatrolLineObjs) do
|
||
obj:Dispose()
|
||
end
|
||
self.MonsterPatrolLineObjs = {}
|
||
end
|
||
|
||
function XUiRpgMakerGamePlayScene:Init()
|
||
if XTool.UObjIsNil(self.GameObject) then
|
||
return
|
||
end
|
||
|
||
self:InitCamera()
|
||
|
||
local mapId = self:GetMapId()
|
||
self:InitCube(mapId)
|
||
self:InitBlock(mapId)
|
||
self:InitEntity(mapId)
|
||
self:InitGap(mapId)
|
||
self:InitEndPoint(mapId)
|
||
self:InitTriggerPoint(mapId)
|
||
self:InitElectricFence(mapId)
|
||
self:InitTrap(mapId)
|
||
self:InitPlayer(mapId)
|
||
self:InitMonster(mapId)
|
||
self:InitShadow(mapId)
|
||
self:InitTransferPoint(mapId)
|
||
end
|
||
|
||
function XUiRpgMakerGamePlayScene:InitCamera()
|
||
--镜头角度与地图适配
|
||
local row = XRpgMakerGameConfigs.GetRpgMakerGameRow(self:GetMapId())
|
||
local cameras = {}
|
||
for i = 8, 10, 1 do
|
||
local cameraName = "Camera" .. i
|
||
local camera = self.GameObject.transform:Find(cameraName)
|
||
if not XTool.UObjIsNil(camera) then
|
||
table.insert(cameras, camera)
|
||
if i == row then
|
||
self.Camera = camera:GetComponent("Camera")
|
||
end
|
||
camera.gameObject:SetActiveEx(false)
|
||
end
|
||
end
|
||
if XTool.UObjIsNil(self.Camera) then
|
||
self.Camera = self.GameObject.transform:Find("Camera"):GetComponent("Camera")
|
||
end
|
||
self.Camera.gameObject:SetActiveEx(true)
|
||
self.PhysicsRaycaster = self.Camera.gameObject:AddComponent(typeof(CS.UnityEngine.EventSystems.PhysicsRaycaster))
|
||
end
|
||
|
||
--设置场景对象的位置,和二维坐标
|
||
--cubeX, cubeY:二维坐标
|
||
function XUiRpgMakerGamePlayScene:SetObjPosition(cubeX, cubeY, obj)
|
||
local cube = self:GetCubeObj(cubeY, cubeX)
|
||
if not cube then
|
||
XLog.Error("设置场景对象的位置错误:", cubeY, cubeX, obj)
|
||
return
|
||
end
|
||
local cubePosition = cube:GetGameObjUpCenterPosition()
|
||
obj:UpdatePosition({PositionX = cubeX, PositionY = cubeY})
|
||
obj:SetGameObjectPosition(cubePosition)
|
||
end
|
||
|
||
--初始化实体
|
||
function XUiRpgMakerGamePlayScene:InitEntity(mapId)
|
||
local entityIdList = XRpgMakerGameConfigs.GetMapIdToEntityIdList(mapId)
|
||
local sceneObjRoot = self:GetSceneObjRoot()
|
||
local obj
|
||
local modelPath
|
||
local entityType
|
||
local modelKey
|
||
local x, y
|
||
|
||
local trapModelPath = XRpgMakerGameConfigs.GetRpgMakerGameModelPath(XRpgMakerGameConfigs.ModelKeyMaps.Trap)
|
||
|
||
for _, id in ipairs(entityIdList) do
|
||
--加载模型
|
||
obj = XDataCenter.RpgMakerGameManager.GetEntityObj(id)
|
||
entityType = XRpgMakerGameConfigs.GetEntityType(id)
|
||
modelKey = XRpgMakerGameConfigs.GetModelEntityKey(entityType)
|
||
modelPath = XRpgMakerGameConfigs.GetRpgMakerGameModelPath(modelKey)
|
||
obj:LoadModel(modelPath, sceneObjRoot, nil, modelKey)
|
||
|
||
--设置位置
|
||
x = XRpgMakerGameConfigs.GetEntityX(id)
|
||
y = XRpgMakerGameConfigs.GetEntityY(id)
|
||
self:SetObjPosition(x, y, obj)
|
||
|
||
--额外加载陷阱
|
||
if XRpgMakerGameConfigs.GetEntityBrokenType(id) == XRpgMakerGameConfigs.XRpgMakerGameSteelBrokenType.Trap then
|
||
local trapObj = XRpgMakerGameTrap.New()
|
||
trapObj:LoadModel(trapModelPath, sceneObjRoot, nil, XRpgMakerGameConfigs.ModelKeyMaps.Trap)
|
||
self:SetObjPosition(x, y, trapObj)
|
||
end
|
||
end
|
||
end
|
||
|
||
------------------草圃相关 begin-------------------------
|
||
--非配置的草圃生长
|
||
function XUiRpgMakerGamePlayScene:GrowGrass(x, y)
|
||
local curRoundCount = XDataCenter.RpgMakerGameManager.GetCurrentCount()
|
||
local obj = self.NewGrowObjs[x] and self.NewGrowObjs[x][y]
|
||
if obj then
|
||
obj:SetRoundState(curRoundCount, true)
|
||
obj:SetActive(true)
|
||
return
|
||
end
|
||
|
||
if not self.NewGrowObjs[x] then
|
||
self.NewGrowObjs[x] = {}
|
||
end
|
||
|
||
local modelKey = XRpgMakerGameConfigs.GetModelEntityKey(XRpgMakerGameConfigs.XRpgMakerGameEntityType.Grass)
|
||
local modelPath = XRpgMakerGameConfigs.GetRpgMakerGameModelPath(modelKey)
|
||
obj = XRpgMakerGameGrassData.New()
|
||
obj:LoadModel(modelPath, self:GetSceneObjRoot(), nil, modelKey)
|
||
obj:SetRoundState(curRoundCount, true)
|
||
obj:PlayGrowSound()
|
||
self:SetObjPosition(x, y, obj)
|
||
self.NewGrowObjs[x][y] = obj
|
||
end
|
||
|
||
--非配置的草圃燃烧
|
||
function XUiRpgMakerGamePlayScene:BurnGrass(x, y)
|
||
local curRoundCount = XDataCenter.RpgMakerGameManager.GetCurrentCount()
|
||
local obj = self.NewGrowObjs[x] and self.NewGrowObjs[x][y]
|
||
if not obj then
|
||
return
|
||
end
|
||
obj:SetRoundState(curRoundCount, false)
|
||
obj:Burn()
|
||
end
|
||
|
||
--根据回合数检查非配置的草圃是否显示,并删除指定回合数以上的数据
|
||
function XUiRpgMakerGamePlayScene:CheckGrowActive(currRound)
|
||
for _, growObjs in pairs(self.NewGrowObjs) do
|
||
for _, growObj in pairs(growObjs) do
|
||
growObj:CheckRoundState(currRound)
|
||
end
|
||
end
|
||
end
|
||
|
||
--重置所有非配置的草圃
|
||
function XUiRpgMakerGamePlayScene:ResetGrow()
|
||
for _, growObjs in pairs(self.NewGrowObjs) do
|
||
for _, growObj in pairs(growObjs) do
|
||
XUiHelper.Destroy(growObj:GetGameObject())
|
||
end
|
||
end
|
||
self.NewGrowObjs = {}
|
||
end
|
||
|
||
--获得非配置的草圃
|
||
function XUiRpgMakerGamePlayScene:GetGrass(x, y)
|
||
return self.NewGrowObjs[x] and self.NewGrowObjs[x][y]
|
||
end
|
||
------------------草圃相关 end---------------------------
|
||
|
||
--初始化传送
|
||
function XUiRpgMakerGamePlayScene:InitTransferPoint(mapId)
|
||
local transferPointIdList = XRpgMakerGameConfigs.GetMapIdToTransferPointIdList(mapId)
|
||
local sceneObjRoot = self:GetSceneObjRoot()
|
||
local obj
|
||
local modelPath
|
||
local triggerType
|
||
local modelKey
|
||
local color
|
||
local x, y
|
||
|
||
for _, id in ipairs(transferPointIdList) do
|
||
--加载模型
|
||
obj = XDataCenter.RpgMakerGameManager.GetTransferPointObj(id)
|
||
color = XRpgMakerGameConfigs.GetTransferPointColor(id)
|
||
modelKey = XRpgMakerGameConfigs.GetTransferPointLoopColorKey(color)
|
||
modelPath = XRpgMakerGameConfigs.GetRpgMakerGameModelPath(modelKey)
|
||
obj:LoadModel(modelPath, sceneObjRoot, nil, modelKey)
|
||
--设置位置
|
||
x = XRpgMakerGameConfigs.GetTransferPointX(id)
|
||
y = XRpgMakerGameConfigs.GetTransferPointY(id)
|
||
self:SetObjPosition(x, y, obj)
|
||
end
|
||
end
|
||
|
||
--初始化机关
|
||
function XUiRpgMakerGamePlayScene:InitTriggerPoint(mapId)
|
||
local triggerIdList = XRpgMakerGameConfigs.GetRpgMakerGameMapIdToTriggerIdList(mapId)
|
||
local sceneObjRoot = self:GetSceneObjRoot()
|
||
local triggerObj
|
||
local modelPath
|
||
local triggerType
|
||
local modelKey
|
||
local isElectricOpen
|
||
local x, y
|
||
|
||
for _, triggerId in ipairs(triggerIdList) do
|
||
--加载模型
|
||
triggerObj = XDataCenter.RpgMakerGameManager.GetTriggerObj(triggerId)
|
||
isElectricOpen = triggerObj:IsElectricOpen()
|
||
triggerType = XRpgMakerGameConfigs.GetRpgMakerGameTriggerType(triggerId)
|
||
modelKey = XRpgMakerGameConfigs.GetRpgMakerGameTriggerKey(triggerType, isElectricOpen)
|
||
modelPath = XRpgMakerGameConfigs.GetRpgMakerGameModelPath(modelKey)
|
||
triggerObj:LoadModel(modelPath, sceneObjRoot, nil, modelKey)
|
||
--设置位置
|
||
x = XRpgMakerGameConfigs.GetRpgMakerGameTriggerX(triggerId)
|
||
y = XRpgMakerGameConfigs.GetRpgMakerGameTriggerY(triggerId)
|
||
self:SetObjPosition(x, y, triggerObj)
|
||
|
||
triggerObj:UpdateObjTriggerStatus(true)
|
||
end
|
||
end
|
||
|
||
--初始化缝隙
|
||
function XUiRpgMakerGamePlayScene:InitGap(mapId)
|
||
local sceneGameRoot = self:GetSceneObjRoot()
|
||
local gapIdList = XRpgMakerGameConfigs.GetRpgMakerGameMapIdToGapIdList(mapId)
|
||
local x, y
|
||
local direction
|
||
local gameObj
|
||
local cube
|
||
local modelKey = XRpgMakerGameConfigs.ModelKeyMaps.Gap
|
||
local modelPath = XRpgMakerGameConfigs.GetRpgMakerGameModelPath(modelKey)
|
||
|
||
for _, gapId in ipairs(gapIdList) do
|
||
--加载模型
|
||
gameObj = XRpgMakerGameGap.New(gapId)
|
||
gameObj:LoadModel(modelPath, sceneGameRoot, nil, modelKey)
|
||
--设置位置和方向
|
||
x = XRpgMakerGameConfigs.GetRpgMakerGameGapX(gapId)
|
||
y = XRpgMakerGameConfigs.GetRpgMakerGameGapY(gapId)
|
||
self:SetObjPosition(x, y, gameObj)
|
||
direction = XRpgMakerGameConfigs.GetRpgMakerGameGapDirection(gapId)
|
||
gameObj:ChangeDirectionAction({Direction = direction})
|
||
|
||
self.GapObjs[gapId] = gameObj
|
||
end
|
||
end
|
||
|
||
--初始化电网
|
||
function XUiRpgMakerGamePlayScene:InitElectricFence(mapId)
|
||
local sceneGameRoot = self:GetSceneObjRoot()
|
||
local electricFenceIdList = XRpgMakerGameConfigs.GetRpgMakerGameMapIdToElectricFenceIdList(mapId)
|
||
local x, y
|
||
local direction
|
||
local gameObj
|
||
local modelKey = XRpgMakerGameConfigs.ModelKeyMaps.ElectricFence
|
||
local modelPath = XRpgMakerGameConfigs.GetRpgMakerGameModelPath(modelKey)
|
||
|
||
for _, electricFenceId in ipairs(electricFenceIdList) do
|
||
--加载模型
|
||
gameObj = XDataCenter.RpgMakerGameManager.GetElectricFenceObj(electricFenceId)
|
||
gameObj:LoadModel(modelPath, sceneGameRoot, nil, modelKey)
|
||
--设置位置和方向
|
||
x = XRpgMakerGameConfigs.GetRpgMakerGameElectricFenceX(electricFenceId)
|
||
y = XRpgMakerGameConfigs.GetRpgMakerGameElectricFenceY(electricFenceId)
|
||
self:SetObjPosition(x, y, gameObj)
|
||
direction = XRpgMakerGameConfigs.GetRpgMakerGameElectricDirection(electricFenceId)
|
||
gameObj:ChangeDirectionAction({Direction = direction})
|
||
end
|
||
end
|
||
|
||
--初始化影子
|
||
function XUiRpgMakerGamePlayScene:InitShadow(mapId)
|
||
local sceneObjRoot = self:GetSceneObjRoot()
|
||
local shadowIdList = XRpgMakerGameConfigs.GetRpgMakerGameMapIdToShadowIdList(mapId)
|
||
local shadowObj
|
||
local x, y
|
||
local direction
|
||
local playerObj = XDataCenter.RpgMakerGameManager.GetPlayerObj()
|
||
local roleId = playerObj:GetId()
|
||
local modelName = XRpgMakerGameConfigs.GetRpgMakerGameRoleModelAssetPath(roleId)
|
||
local modelKey = XRpgMakerGameConfigs.ModelKeyMaps.ShadowEffect
|
||
|
||
for _, shadowId in ipairs(shadowIdList) do
|
||
--加载模型
|
||
shadowObj = XDataCenter.RpgMakerGameManager.GetShadowObj(shadowId)
|
||
shadowObj:LoadModel(nil, sceneObjRoot, modelName, modelKey)
|
||
--设置位置和方向
|
||
x = XRpgMakerGameConfigs.GetRpgMakerGameShadowX(shadowId)
|
||
y = XRpgMakerGameConfigs.GetRpgMakerGameShadowY(shadowId)
|
||
self:SetObjPosition(x, y, shadowObj)
|
||
direction = XRpgMakerGameConfigs.GetRpgMakerGameShadowDirection(shadowId)
|
||
shadowObj:ChangeDirectionAction({Direction = direction})
|
||
end
|
||
end
|
||
|
||
--初始化陷阱
|
||
function XUiRpgMakerGamePlayScene:InitTrap(mapId)
|
||
local trapIdList = XRpgMakerGameConfigs.GetRpgMakerGameMapIdToTrapIdList(mapId)
|
||
local x, y
|
||
local obj
|
||
local sceneObjRoot = self:GetSceneObjRoot()
|
||
local modelKey = XRpgMakerGameConfigs.ModelKeyMaps.Trap
|
||
local modelPath = XRpgMakerGameConfigs.GetRpgMakerGameModelPath(modelKey)
|
||
|
||
for _, trapId in ipairs(trapIdList) do
|
||
--加载模型
|
||
obj = XRpgMakerGameTrap.New(trapId)
|
||
obj:LoadModel(modelPath, sceneObjRoot, nil, modelKey)
|
||
self.TrapObjs[trapId] = obj
|
||
--设置位置
|
||
x = XRpgMakerGameConfigs.GetRpgMakerGameTrapX(trapId)
|
||
y = XRpgMakerGameConfigs.GetRpgMakerGameTrapY(trapId)
|
||
self:SetObjPosition(x, y, obj)
|
||
end
|
||
end
|
||
|
||
--初始化终点
|
||
function XUiRpgMakerGamePlayScene:InitEndPoint(mapId)
|
||
--加载模型
|
||
local endPointObj = XDataCenter.RpgMakerGameManager.GetEndPointObj()
|
||
local sceneObjRoot = self:GetSceneObjRoot()
|
||
local modelKey = endPointObj:IsOpen() and XRpgMakerGameConfigs.ModelKeyMaps.GoldOpen or XRpgMakerGameConfigs.ModelKeyMaps.GoldClose
|
||
local modelPath = XRpgMakerGameConfigs.GetRpgMakerGameModelPath(modelKey)
|
||
endPointObj:LoadModel(modelPath, sceneObjRoot, nil, modelKey)
|
||
--设置位置
|
||
local endPointId = endPointObj:GetId()
|
||
local x = XRpgMakerGameConfigs.GetRpgMakerGameEndPointX(endPointId)
|
||
local y = XRpgMakerGameConfigs.GetRpgMakerGameEndPointY(endPointId)
|
||
self:SetObjPosition(x, y, endPointObj)
|
||
end
|
||
|
||
function XUiRpgMakerGamePlayScene:InitMonster(mapId)
|
||
local monsterIdList = XRpgMakerGameConfigs.GetRpgMakerGameMapIdToMonsterIdList(mapId)
|
||
local sceneObjRoot = self:GetSceneObjRoot()
|
||
local monsterObj
|
||
local modelName
|
||
local x, y
|
||
local direction
|
||
local skillType
|
||
|
||
for _, monsterId in ipairs(monsterIdList) do
|
||
--加载模型
|
||
monsterObj = XDataCenter.RpgMakerGameManager.GetMonsterObj(monsterId)
|
||
modelName = XRpgMakerGameConfigs.GetRpgMakerGameMonsterPrefab(monsterId)
|
||
monsterObj:LoadModel(nil, sceneObjRoot, modelName)
|
||
monsterObj:CheckLoadTriggerEndEffect()
|
||
--设置位置和方向
|
||
x = XRpgMakerGameConfigs.GetRpgMakerGameMonsterX(monsterId)
|
||
y = XRpgMakerGameConfigs.GetRpgMakerGameMonsterY(monsterId)
|
||
self:SetObjPosition(x, y, monsterObj)
|
||
direction = XRpgMakerGameConfigs.GetRpgMakerGameMonsterDirection(monsterId)
|
||
monsterObj:ChangeDirectionAction({Direction = direction})
|
||
--设置怪物模型初始视野范围
|
||
monsterObj:SetViewAreaAndLine()
|
||
--设置技能特效
|
||
skillType = XRpgMakerGameConfigs.GetMonsterSkillType(monsterId)
|
||
monsterObj:LoadSkillEffect(skillType)
|
||
end
|
||
end
|
||
|
||
function XUiRpgMakerGamePlayScene:InitPlayer(mapId)
|
||
local playerObj = XDataCenter.RpgMakerGameManager.GetPlayerObj()
|
||
local startPointId = XRpgMakerGameConfigs.GetRpgMakerGameStartPointId(mapId)
|
||
local x = XRpgMakerGameConfigs.GetRpgMakerGameStartPointX(startPointId)
|
||
local y = XRpgMakerGameConfigs.GetRpgMakerGameStartPointY(startPointId)
|
||
|
||
--加载玩家角色模型
|
||
local roleId = playerObj:GetId()
|
||
local modelName = XRpgMakerGameConfigs.GetRpgMakerGameRoleModelAssetPath(roleId)
|
||
local sceneObjRoot = self:GetSceneObjRoot()
|
||
playerObj:LoadModel(nil, sceneObjRoot, modelName)
|
||
--设置位置
|
||
self:SetObjPosition(x, y, playerObj)
|
||
--设置方向
|
||
local direction = XRpgMakerGameConfigs.GetRpgMakerGameStartPointDirection(startPointId)
|
||
playerObj:ChangeDirectionAction({Direction = direction})
|
||
--初始化箭头特效
|
||
playerObj:LoadMoveDirectionEffect()
|
||
playerObj:SetMoveDirectionEffectActive(false)
|
||
--设置技能特效
|
||
local skillType = XRpgMakerGameConfigs.GetRoleSkillType(roleId)
|
||
playerObj:LoadSkillEffect(skillType)
|
||
end
|
||
|
||
--初始化地面
|
||
function XUiRpgMakerGamePlayScene:InitCube(mapId)
|
||
local transform = self.GameObject.transform
|
||
local sceneObjRoot = self:GetSceneObjRoot()
|
||
local cube = XUiHelper.TryGetComponent(sceneObjRoot.transform, "ScenePuzzle01_03Hezi01") or
|
||
XUiHelper.TryGetComponent(sceneObjRoot.transform, "ScenePuzzle02_02Box") or
|
||
XUiHelper.TryGetComponent(sceneObjRoot.transform, "ScenePuzzle03_01Box")
|
||
if not cube then
|
||
XLog.Error(string.format("XUiRpgMakerGamePlayScene:InitCube没找到ScenePuzzle01_03Hezi01对象 mapId:%s,sceneObjRoot:%s", mapId, sceneObjRoot))
|
||
return
|
||
end
|
||
|
||
local cubeMeshFilter = cube:GetComponent("MeshFilter")
|
||
local cubeSize = cubeMeshFilter.mesh.bounds.size
|
||
|
||
local row = XRpgMakerGameConfigs.GetRpgMakerGameRow(mapId)
|
||
local col = XRpgMakerGameConfigs.GetRpgMakerGameCol(mapId)
|
||
local modelPath
|
||
local gameObjPositionX
|
||
local gameObjPositionY
|
||
local gameObj
|
||
local firstModelPath
|
||
local secondModelPath
|
||
local curChapterGroupId = XDataCenter.RpgMakerGameManager.GetCurChapterGroupId()
|
||
local prefabs = XRpgMakerGameConfigs.GetChapterGroupGroundPrefab(curChapterGroupId)
|
||
local cubeModelPath1 = prefabs[1]
|
||
local cubeModelPath2 = prefabs[2]
|
||
local poolModelPath = XRpgMakerGameConfigs.GetRpgMakerGameModelPath(XRpgMakerGameConfigs.ModelKeyMaps.Pool)
|
||
local modelKey
|
||
|
||
for i = 1, row do
|
||
self.CubeObjs[i] = {}
|
||
firstModelPath = i % 2 ~= 0 and cubeModelPath1 or cubeModelPath2
|
||
secondModelPath = i % 2 == 0 and cubeModelPath1 or cubeModelPath2
|
||
for j = 1, col do
|
||
modelKey = nil
|
||
|
||
if XRpgMakerGameConfigs.IsSameEntity(mapId, j, i, XRpgMakerGameConfigs.XRpgMakerGameEntityType.Water) or
|
||
XRpgMakerGameConfigs.IsSameEntity(mapId, j, i, XRpgMakerGameConfigs.XRpgMakerGameEntityType.Ice) then
|
||
modelPath = poolModelPath
|
||
modelKey = XRpgMakerGameConfigs.ModelKeyMaps.Pool
|
||
else
|
||
modelPath = j % 2 ~= 0 and firstModelPath or secondModelPath
|
||
end
|
||
gameObjPositionX = cube.position.x + cubeSize.x * (j - 1)
|
||
gameObjPositionY = cube.position.z + cubeSize.z * (i - 1)
|
||
gameObj = XRpgMakerGameCube.New()
|
||
gameObj:LoadModel(modelPath, sceneObjRoot, nil, modelKey)
|
||
gameObj:SetGameObjectPosition(Vector3(gameObjPositionX, cube.position.y, gameObjPositionY))
|
||
self.CubeObjs[i][j] = gameObj
|
||
end
|
||
end
|
||
|
||
cube.gameObject:SetActiveEx(false)
|
||
end
|
||
|
||
--初始化阻挡物
|
||
function XUiRpgMakerGamePlayScene:InitBlock(mapId)
|
||
local blockIdList = XRpgMakerGameConfigs.GetRpgMakerGameMapIdToBlockIdList(mapId)
|
||
local blockRow
|
||
local colList
|
||
local blockObjTemp
|
||
local sceneObjRoot = self:GetSceneObjRoot()
|
||
local cube
|
||
local cubePosition
|
||
local modelPath = XRpgMakerGameConfigs.GetChapterGroupBlockPrefab(XDataCenter.RpgMakerGameManager.GetCurChapterGroupId())
|
||
|
||
for _, blockId in ipairs(blockIdList) do
|
||
blockRow = XRpgMakerGameConfigs.GetRpgMakerGameBlockRow(blockId)
|
||
colList = XRpgMakerGameConfigs.GetRpgMakerGameBlockColList(blockId)
|
||
|
||
for colNum, blockStatus in ipairs(colList) do
|
||
if blockStatus == XRpgMakerGameConfigs.XRpgMakerGameBlockStatus.Block then
|
||
blockObjTemp = XRpgMakerGameBlock.New()
|
||
blockObjTemp:LoadModel(modelPath, sceneObjRoot)
|
||
self:SetObjPosition(colNum, blockRow, blockObjTemp)
|
||
|
||
if not self.BlockObjs[blockRow] then
|
||
self.BlockObjs[blockRow] = {}
|
||
end
|
||
self.BlockObjs[blockRow][colNum] = blockObjTemp
|
||
end
|
||
end
|
||
end
|
||
end
|
||
|
||
function XUiRpgMakerGamePlayScene:GetGapObjs()
|
||
return self.GapObjs
|
||
end
|
||
|
||
function XUiRpgMakerGamePlayScene:GetBlockObj(row, col)
|
||
return self.BlockObjs[row] and self.BlockObjs[row][col]
|
||
end
|
||
|
||
function XUiRpgMakerGamePlayScene:GetMapId()
|
||
return self.MapId
|
||
end
|
||
|
||
function XUiRpgMakerGamePlayScene:GetCubeObj(row, col)
|
||
return self.CubeObjs[row] and self.CubeObjs[row][col]
|
||
end
|
||
|
||
function XUiRpgMakerGamePlayScene:GetCubeObjs()
|
||
return self.CubeObjs
|
||
end
|
||
|
||
function XUiRpgMakerGamePlayScene:GetSceneObjRoot()
|
||
return self.SceneObjRoot
|
||
end
|
||
|
||
function XUiRpgMakerGamePlayScene:IsSceneNil()
|
||
return XTool.UObjIsNil(self.GameObject)
|
||
end
|
||
|
||
function XUiRpgMakerGamePlayScene:SetSceneActive(isActive)
|
||
if not self:IsSceneNil() then
|
||
self.GameObject.gameObject:SetActiveEx(isActive)
|
||
end
|
||
end
|
||
|
||
--重置
|
||
function XUiRpgMakerGamePlayScene:Reset()
|
||
self:BackUp()
|
||
self:ResetGrow()
|
||
end
|
||
|
||
--后退
|
||
function XUiRpgMakerGamePlayScene:BackUp()
|
||
local mapId = self:GetMapId()
|
||
self:UpdatePlayerObj()
|
||
self:UpdateEntity(mapId)
|
||
self:UpdateMonsterObjs(mapId)
|
||
self:UpdateEndPointObjStatus()
|
||
self:UpdateTriggeObjStatus(mapId)
|
||
self:UpdateShadowObjs(mapId)
|
||
self:UpdateElectricFenceObjStatus(mapId)
|
||
end
|
||
|
||
function XUiRpgMakerGamePlayScene:UpdateEntity(mapId)
|
||
local entityList = XRpgMakerGameConfigs.GetMapIdToEntityIdList(mapId)
|
||
local obj
|
||
for _, entityId in ipairs(entityList) do
|
||
obj = XDataCenter.RpgMakerGameManager.GetEntityObj(entityId)
|
||
if obj and obj.CheckPlayFlat then
|
||
obj:CheckPlayFlat()
|
||
end
|
||
end
|
||
end
|
||
|
||
function XUiRpgMakerGamePlayScene:UpdateElectricFenceObjStatus(mapId)
|
||
local electricFenceIdList = XRpgMakerGameConfigs.GetRpgMakerGameMapIdToElectricFenceIdList(mapId)
|
||
local obj
|
||
for _, electricFenceId in ipairs(electricFenceIdList) do
|
||
obj = XDataCenter.RpgMakerGameManager.GetElectricFenceObj(electricFenceId)
|
||
if obj then
|
||
obj:PlayElectricFenceStatusChangeAction()
|
||
end
|
||
end
|
||
end
|
||
|
||
function XUiRpgMakerGamePlayScene:UpdateShadowObjs(mapId)
|
||
local shadowIdList = XRpgMakerGameConfigs.GetRpgMakerGameMapIdToShadowIdList(mapId)
|
||
local shadowObj
|
||
for _, shadowId in ipairs(shadowIdList) do
|
||
shadowObj = XDataCenter.RpgMakerGameManager.GetShadowObj(shadowId)
|
||
if shadowObj then
|
||
shadowObj:UpdateObjPosAndDirection()
|
||
shadowObj:CheckIsDeath()
|
||
end
|
||
end
|
||
end
|
||
|
||
function XUiRpgMakerGamePlayScene:UpdatePlayerObj()
|
||
local playerObj = XDataCenter.RpgMakerGameManager.GetPlayerObj()
|
||
playerObj:UpdateObjPosAndDirection()
|
||
playerObj:CheckIsDeath()
|
||
end
|
||
|
||
function XUiRpgMakerGamePlayScene:UpdateMonsterObjs(mapId)
|
||
local monsterIdList = XRpgMakerGameConfigs.GetRpgMakerGameMapIdToMonsterIdList(mapId)
|
||
local monsterObj
|
||
for _, monsterId in ipairs(monsterIdList) do
|
||
monsterObj = XDataCenter.RpgMakerGameManager.GetMonsterObj(monsterId)
|
||
if monsterObj then
|
||
monsterObj:UpdateObjPosAndDirection()
|
||
monsterObj:CheckIsDeath()
|
||
monsterObj:RemovePatrolLineObjs()
|
||
monsterObj:SetViewAreaAndLine()
|
||
monsterObj:LoadSentrySign()
|
||
end
|
||
end
|
||
end
|
||
|
||
function XUiRpgMakerGamePlayScene:UpdateEndPointObjStatus()
|
||
local endPointObj = XDataCenter.RpgMakerGameManager.GetEndPointObj()
|
||
endPointObj:UpdateObjStatus()
|
||
end
|
||
|
||
function XUiRpgMakerGamePlayScene:UpdateTriggeObjStatus(mapId)
|
||
local triggerIdList = XRpgMakerGameConfigs.GetRpgMakerGameMapIdToTriggerIdList(mapId)
|
||
local triggerObj
|
||
for _, triggerId in ipairs(triggerIdList) do
|
||
triggerObj = XDataCenter.RpgMakerGameManager.GetTriggerObj(triggerId)
|
||
triggerObj:UpdateObjTriggerStatus()
|
||
end
|
||
end
|
||
|
||
function XUiRpgMakerGamePlayScene:PlayAnimation()
|
||
self.PlayableDirector = XUiHelper.TryGetComponent(self.GameObject.transform, "Animation/AnimEnable", "PlayableDirector")
|
||
if self.PlayableDirector then
|
||
self.PlayableDirector.gameObject:SetActiveEx(true)
|
||
self.PlayableDirector:Play()
|
||
end
|
||
end
|
||
|
||
function XUiRpgMakerGamePlayScene:GetSceneCamera()
|
||
return self.Camera
|
||
end
|
||
|
||
return XUiRpgMakerGamePlayScene |