80 lines
No EOL
3.5 KiB
Lua
80 lines
No EOL
3.5 KiB
Lua
local Quaternion = CS.UnityEngine.Quaternion
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local XGDComponet = require("XEntity/XGuildDorm/Components/XGDComponet")
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local XGuildDormHelper = CS.XGuildDormHelper
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---@class XGDFurnitureInteractComponent : XGDComponet
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local XGDFurnitureInteractComponent = XClass(XGDComponet, "XGDFurnitureInteractComponent")
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---@param role XGuildDormRole
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function XGDFurnitureInteractComponent:Ctor(role)
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self.Role = role
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self.MoveAgent = nil
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self.Transform = nil
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self.AngleSpeed = XGuildDormConfig.GetRoleInteracAngleSpeed()
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self.IsDirectInteract = false
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end
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function XGDFurnitureInteractComponent:Init()
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XGDFurnitureInteractComponent.Super.Init(self)
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self:UpdateRoleDependence()
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end
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function XGDFurnitureInteractComponent:UpdateRoleDependence()
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self.MoveAgent = self.Role:GetMoveAgent()
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self.Transform = self.Role:GetRLRole():GetTransform()
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end
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function XGDFurnitureInteractComponent:BeginInteract(currentInteractInfo, isDirectInteract)
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if isDirectInteract == nil then isDirectInteract = false end
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if self.Transform:EqualsPosition2D(currentInteractInfo.InteractPos.transform.position, 0.0001) then
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isDirectInteract = true
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end
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self.IsDirectInteract = isDirectInteract
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self.Role:UpdateInteractStatus(XGuildDormConfig.InteractStatus.Begin)
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local agent = self.Role:GetAgent()
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if agent then
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local dict = {}
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dict["button"] = XGlobalVar.BtnGuildDormMain.BtnFurnitureInteract
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dict["role_level"] = XPlayer.GetLevel()
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dict["can_get_reward"] = agent.Proxy.LuaAgentProxy:CheckCanGetReward()
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dict["furniture_id"] = currentInteractInfo.Id
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CS.XRecord.Record(dict, "200006", "GuildDorm")
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end
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-- 设置导航中交互点
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if isDirectInteract then
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local tempPos = currentInteractInfo.InteractPos.transform.position
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tempPos.y = self.Transform.position.y
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self.Transform.position = tempPos
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self.Transform.rotation = currentInteractInfo.InteractPos.transform.rotation
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else
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if not self.MoveAgent:SetDestination(currentInteractInfo.InteractPos.transform) then
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XLog.Error("当前家具交互导航点错误,无法前往。家具Id:" .. currentInteractInfo.Id)
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XScheduleManager.ScheduleOnce(function()
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self.Role:UpdateInteractStatus(XGuildDormConfig.InteractStatus.End)
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end, 1)
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return
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end
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end
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-- 改变状态
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self.Role:ChangeStateMachine(XGuildDormConfig.RoleFSMType.MOVE)
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self.Role:EnableCharacterController(false)
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end
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function XGDFurnitureInteractComponent:Update(dt)
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if self.MoveAgent.IsArrive or self.IsDirectInteract then
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if self.Role:GetInteractStatus() == XGuildDormConfig.InteractStatus.Begin then
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local currentInteractInfo = self.Role:GetCurrentInteractInfo()
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self.Role:ChangeStateMachine(XGuildDormConfig.RoleFSMType.IDLE)
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self.Role:PlayBehaviorByType(currentInteractInfo.BehaviorType)
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self.Role:UpdateInteractStatus(XGuildDormConfig.InteractStatus.Playing)
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elseif self.Role:GetInteractStatus() == XGuildDormConfig.InteractStatus.Playing then
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local turnToData = self.Role:GetAgent():GetVarDicByKey("TurnToData")
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if turnToData == nil then return end
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if XGuildDormHelper.SlerpTransformRotation(self.Transform, turnToData.rotation, self.AngleSpeed * dt) then
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if turnToData.finishedCb then turnToData.finishedCb() end
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self.Role:GetAgent():SetVarDicByKey("TurnToData", nil)
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end
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end
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end
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end
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return XGDFurnitureInteractComponent |