149 lines
No EOL
4.3 KiB
Lua
149 lines
No EOL
4.3 KiB
Lua
local XRpgMakerGameObject = require("XEntity/XRpgMakerGame/Object/XRpgMakerGameObject")
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local type = type
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local pairs = pairs
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local CSXResourceManagerLoad = CS.XResourceManager.Load
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local DefaultHp = 100
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local Default = {
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_CurrentHp = 100, --当前血量
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_FaceDirection = 0, --朝向
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}
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--玩家对象
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local XRpgMakerGamePlayer = XClass(XRpgMakerGameObject, "XRpgMakerGamePlayer")
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function XRpgMakerGamePlayer:Ctor(id)
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for key, value in pairs(Default) do
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if type(value) == "table" then
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self[key] = {}
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else
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self[key] = value
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end
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end
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end
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function XRpgMakerGamePlayer:Dispose()
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self:DisposeMoveDirectionEffectObj()
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XRpgMakerGamePlayer.Super.Dispose(self)
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end
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function XRpgMakerGamePlayer:DisposeMoveDirectionEffectObj()
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if self.MoveDirectionEffectObj and self.MoveDirectionEffectObj:Exist() then
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CS.UnityEngine.GameObject.Destroy(self.MoveDirectionEffectObj)
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self.MoveDirectionEffectObj = nil
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end
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end
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function XRpgMakerGamePlayer:InitData(mapId, roleId)
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local startPointId = XRpgMakerGameConfigs.GetRpgMakerGameStartPointId(mapId)
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local pointX = XRpgMakerGameConfigs.GetRpgMakerGameStartPointX(startPointId)
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local pointY = XRpgMakerGameConfigs.GetRpgMakerGameStartPointY(startPointId)
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local direction = XRpgMakerGameConfigs.GetRpgMakerGameStartPointDirection(startPointId)
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self:SetId(roleId)
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self:SetFaceDirection(direction)
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self:SetCurrentHp(DefaultHp)
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self:UpdatePosition({PositionX = pointX, PositionY = pointY})
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end
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function XRpgMakerGamePlayer:UpdateData(data)
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self._CurrentHp = data.CurrentHp
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self._FaceDirection = data.FaceDirection
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self:UpdatePosition(data)
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end
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function XRpgMakerGamePlayer:SetCurrentHp(hp)
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self._CurrentHp = hp
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end
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function XRpgMakerGamePlayer:SetFaceDirection(faceDirection)
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self._FaceDirection = faceDirection
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end
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function XRpgMakerGamePlayer:GetFaceDirection()
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return self._FaceDirection
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end
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function XRpgMakerGamePlayer:GetCurrentHp()
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return self._CurrentHp
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end
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function XRpgMakerGamePlayer:Die()
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self:SetCurrentHp(0)
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end
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function XRpgMakerGamePlayer:IsAlive()
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return self._CurrentHp > 0
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end
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function XRpgMakerGamePlayer:UpdateObjPosAndDirection()
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local transform = self:GetTransform()
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if XTool.UObjIsNil(transform) then
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return
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end
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local x = self:GetPositionX()
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local y = self:GetPositionY()
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local direction = self:GetFaceDirection()
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local cubePosition = self:GetCubeUpCenterPosition(y, x)
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cubePosition.y = transform.position.y
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self:SetGameObjectPosition(cubePosition)
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self:ChangeDirectionAction({Direction = direction})
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end
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--杀死怪物
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function XRpgMakerGamePlayer:PlayKillMonsterAction(action, cb)
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local monsterId = action.MonsterId
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local cb = cb
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local monsterObj = XDataCenter.RpgMakerGameManager.GetMonsterObj(monsterId)
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self:PlayAtkAction(function()
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monsterObj:PlayBeAtkAction(cb)
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monsterObj:RemovePatrolLineObjs()
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monsterObj:RemoveViewAreaModels()
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end)
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end
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--检查是否死亡
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function XRpgMakerGamePlayer:CheckIsDeath()
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local currentHp = self:GetCurrentHp()
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local isDeath = currentHp <= 0
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self:SetActive(not isDeath)
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end
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--加载即将移动方向的特效
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function XRpgMakerGamePlayer:LoadMoveDirectionEffect()
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self:DisposeMoveDirectionEffectObj()
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local direction = self:GetFaceDirection()
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if not direction then
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return
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end
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local moveDirectionEffectPath = XRpgMakerGameConfigs.GetRpgMakerGameModelPath("RoleMoveArrow")
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local resource = CSXResourceManagerLoad(moveDirectionEffectPath)
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if resource == nil or not resource.Asset then
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XLog.Error(string.format("XRpgMakerGamePlayer:LoadMoveDirectionEffect加载即将移动方向的特效:%s失败", moveDirectionEffectPath))
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return
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end
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local cubeUpCenterPos = self:GetDirectionPos(direction)
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if not cubeUpCenterPos then
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return
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end
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self.MoveDirectionEffectObj = self:LoadEffect(resource.Asset, cubeUpCenterPos)
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end
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function XRpgMakerGamePlayer:SetMoveDirectionEffectActive(isActive)
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if XTool.UObjIsNil(self.MoveDirectionEffectObj) then
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return
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end
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if self.MoveDirectionEffectObj.gameObject.activeSelf ~= isActive then
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self.MoveDirectionEffectObj.gameObject:SetActiveEx(isActive)
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end
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end
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return XRpgMakerGamePlayer |