415 lines
No EOL
15 KiB
Lua
415 lines
No EOL
15 KiB
Lua
local CSUnityEngineObjectInstantiate = CS.UnityEngine.Object.Instantiate
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local Vector3 = CS.UnityEngine.Vector3
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local CSXResourceManagerLoad = CS.XResourceManager.Load
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local CSXResourceManagerLoadAsync = CS.XResourceManager.LoadAsync
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local XRpgMakerGameBlock = require("XEntity/XRpgMakerGame/Object/XRpgMakerGameBlock")
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local XRpgMakerGameGap = require("XEntity/XRpgMakerGame/Object/XRpgMakerGameGap")
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local XRpgMakerGameCube = require("XEntity/XRpgMakerGame/Object/XRpgMakerGameCube")
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local XUiRpgMakerGamePlayScene = XClass(nil, "XUiRpgMakerGamePlayScene")
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function XUiRpgMakerGamePlayScene:LoadScene(mapId, sceneLoadCompleteCb, uiName)
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self.MapId = mapId
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self.UiName = uiName
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local sceneAssetUrl = XRpgMakerGameConfigs.GetRpgMakerGamePrefab(mapId)
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self.Resource = CSXResourceManagerLoadAsync(sceneAssetUrl)
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CS.XTool.WaitCoroutine(self.Resource, function()
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if not self.Resource or not self.Resource.Asset then
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XLog.Error("XUiRpgMakerGamePlayScene LoadScene error, instantiate error, name: " .. sceneAssetUrl)
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return
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end
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self.GameObject = CSUnityEngineObjectInstantiate(self.Resource.Asset)
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self.SceneObjRoot = XUiHelper.TryGetComponent(self.GameObject.transform, "GroupBase")
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self.BlockObjs = {}
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self.GapObjs = {}
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self.CubeObjs = {}
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self:Init()
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if sceneLoadCompleteCb then
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sceneLoadCompleteCb()
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end
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end)
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end
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function XUiRpgMakerGamePlayScene:RemoveScene()
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if self.GameObject then
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CS.UnityEngine.GameObject.Destroy(self.GameObject)
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self.GameObject = nil
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end
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if self.Resource then
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self.Resource:Release()
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self.Resource = nil
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end
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end
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function XUiRpgMakerGamePlayScene:DisposeMonsterPatrolLineObjs()
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for _, obj in pairs(self.MonsterPatrolLineObjs) do
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obj:Dispose()
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end
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self.MonsterPatrolLineObjs = {}
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end
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function XUiRpgMakerGamePlayScene:Init()
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if XTool.UObjIsNil(self.GameObject) then
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return
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end
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self:InitCamera()
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local mapId = self:GetMapId()
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self:InitCube(mapId)
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self:InitBlock(mapId)
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self:InitPlayer(mapId)
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self:InitMonster(mapId)
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self:InitGap(mapId)
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self:InitEndPoint(mapId)
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self:InitTriggerPoint(mapId)
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end
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function XUiRpgMakerGamePlayScene:InitCamera()
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self.Camera = self.GameObject.transform:Find("Camera"):GetComponent("Camera")
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end
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function XUiRpgMakerGamePlayScene:InitTriggerPoint(mapId)
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local triggerIdList = XRpgMakerGameConfigs.GetRpgMakerGameMapIdToTriggerIdList(mapId)
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local sceneObjRoot = self:GetSceneObjRoot()
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local triggerObj
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local modelPath
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local triggerType
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for _, triggerId in ipairs(triggerIdList) do
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triggerObj = XDataCenter.RpgMakerGameManager.GetTriggerObj(triggerId)
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triggerType = XRpgMakerGameConfigs.GetRpgMakerGameTriggerType(triggerId)
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modelPath = XRpgMakerGameConfigs.GetRpgMakerGameTriggerPath(triggerType)
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triggerObj:LoadModel(modelPath, sceneObjRoot)
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end
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self:InitTriggerPointPosition(mapId)
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end
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function XUiRpgMakerGamePlayScene:InitTriggerPointPosition(mapId)
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local triggerIdList = XRpgMakerGameConfigs.GetRpgMakerGameMapIdToTriggerIdList(mapId)
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local triggerObj
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local x, y
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local cube
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local cubePosition
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for _, triggerId in ipairs(triggerIdList) do
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triggerObj = XDataCenter.RpgMakerGameManager.GetTriggerObj(triggerId)
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x = XRpgMakerGameConfigs.GetRpgMakerGameTriggerX(triggerId)
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y = XRpgMakerGameConfigs.GetRpgMakerGameTriggerY(triggerId)
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cube = self:GetCubeObj(y, x)
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cubePosition = cube:GetGameObjUpCenterPosition()
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triggerObj:UpdatePosition({PositionX = x, PositionY = y})
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triggerObj:SetGameObjectPosition(cubePosition)
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triggerObj:UpdateObjTriggerStatus(true)
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end
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end
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--初始化缝隙
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function XUiRpgMakerGamePlayScene:InitGap(mapId)
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local sceneGameRoot = self:GetSceneObjRoot()
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local gapIdList = XRpgMakerGameConfigs.GetRpgMakerGameMapIdToGapIdList(mapId)
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local x, y
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local direction
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local gameObj
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local cube
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local cubePosition
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local modelPath = XRpgMakerGameConfigs.GetRpgMakerGameModelPath("Gap")
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for _, gapId in ipairs(gapIdList) do
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gameObj = XRpgMakerGameGap.New(gapId)
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gameObj:LoadModel(modelPath, sceneGameRoot)
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x = XRpgMakerGameConfigs.GetRpgMakerGameGapX(gapId)
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y = XRpgMakerGameConfigs.GetRpgMakerGameGapY(gapId)
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direction = XRpgMakerGameConfigs.GetRpgMakerGameGapDirection(gapId)
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cube = self:GetCubeObj(y, x)
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cubePosition = cube:GetGameObjUpCenterPosition()
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gameObj:UpdatePosition({PositionX = x, PositionY = y})
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gameObj:SetGameObjectPosition(cubePosition)
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gameObj:ChangeDirectionAction({Direction = direction})
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self.GapObjs[gapId] = gameObj
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end
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end
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--初始化终点
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function XUiRpgMakerGamePlayScene:InitEndPoint(mapId)
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local endPointObj = XDataCenter.RpgMakerGameManager.GetEndPointObj()
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local sceneObjRoot = self:GetSceneObjRoot()
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local modelPath = endPointObj:IsOpen() and XRpgMakerGameConfigs.GetRpgMakerGameModelPath("GoldOpen") or XRpgMakerGameConfigs.GetRpgMakerGameModelPath("GoldClose")
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endPointObj:LoadModel(modelPath, sceneObjRoot)
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self:InitEndPointPosition(mapId)
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end
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function XUiRpgMakerGamePlayScene:InitEndPointPosition(mapId)
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local endPointObj = XDataCenter.RpgMakerGameManager.GetEndPointObj()
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local endPointId = endPointObj:GetId()
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local x = XRpgMakerGameConfigs.GetRpgMakerGameEndPointX(endPointId)
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local y = XRpgMakerGameConfigs.GetRpgMakerGameEndPointY(endPointId)
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local cube = self:GetCubeObj(y, x)
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local cubePosition = cube:GetGameObjUpCenterPosition()
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endPointObj:UpdatePosition({PositionX = x, PositionY = y})
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endPointObj:SetGameObjectPosition(cubePosition)
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end
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function XUiRpgMakerGamePlayScene:InitMonster(mapId)
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local monsterIdList = XRpgMakerGameConfigs.GetRpgMakerGameMapIdToMonsterIdList(mapId)
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local sceneObjRoot = self:GetSceneObjRoot()
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local monsterObj
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local modelPath
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local modelName
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local uiName = self:GetUiName()
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for _, monsterId in ipairs(monsterIdList) do
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monsterObj = XDataCenter.RpgMakerGameManager.GetMonsterObj(monsterId)
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modelName = XRpgMakerGameConfigs.GetRpgMakerGameMonsterPrefab(monsterId)
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modelPath = XModelManager.GetModelPath(modelName)
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monsterObj:LoadModel(modelPath, sceneObjRoot, modelName)
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monsterObj:SetAnimator(modelName, uiName)
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monsterObj:CheckLoadTriggerEndEffect()
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end
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self:InitMonsterPosition(mapId)
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self:InitMonsterViewArea(mapId)
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end
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--设置怪物模型初始视野范围
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function XUiRpgMakerGamePlayScene:InitMonsterViewArea(mapId)
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local monsterIdList = XRpgMakerGameConfigs.GetRpgMakerGameMapIdToMonsterIdList(mapId)
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local monsterObj
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for _, monsterId in ipairs(monsterIdList) do
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monsterObj = XDataCenter.RpgMakerGameManager.GetMonsterObj(monsterId)
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monsterObj:SetGameObjectViewArea()
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end
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end
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--设置怪物模型初始位置
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function XUiRpgMakerGamePlayScene:InitMonsterPosition(mapId, isUseSelfObjPosY)
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local monsterIdList = XRpgMakerGameConfigs.GetRpgMakerGameMapIdToMonsterIdList(mapId)
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local monsterObj
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local x, y
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local direction
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local cube
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local cubePosition
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local position
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local transform
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local modelName
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for _, monsterId in ipairs(monsterIdList) do
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monsterObj = XDataCenter.RpgMakerGameManager.GetMonsterObj(monsterId)
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x = XRpgMakerGameConfigs.GetRpgMakerGameMonsterX(monsterId)
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y = XRpgMakerGameConfigs.GetRpgMakerGameMonsterY(monsterId)
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direction = XRpgMakerGameConfigs.GetRpgMakerGameMonsterDirection(monsterId)
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cube = self:GetCubeObj(y, x)
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cubePosition = cube:GetGameObjUpCenterPosition()
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transform = monsterObj:GetTransform()
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modelName = XRpgMakerGameConfigs.GetRpgMakerGameMonsterPrefab(monsterId)
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monsterObj:SetGameObjectPosition(cubePosition)
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monsterObj:ChangeDirectionAction({Direction = direction})
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end
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end
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function XUiRpgMakerGamePlayScene:InitPlayer(mapId)
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local playerObj = XDataCenter.RpgMakerGameManager.GetPlayerObj()
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--加载玩家角色模型
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local roleId = playerObj:GetId()
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local uiName = self:GetUiName()
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local modelName = XRpgMakerGameConfigs.GetRpgMakerGameRoleModelAssetPath(roleId)
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local modelPath = XModelManager.GetModelPath(modelName)
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local sceneObjRoot = self:GetSceneObjRoot()
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playerObj:LoadModel(modelPath, sceneObjRoot, modelName)
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playerObj:SetAnimator(modelName, uiName)
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self:InitPlayerPosition(mapId)
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playerObj:LoadMoveDirectionEffect()
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playerObj:SetMoveDirectionEffectActive(false)
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end
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--设置玩家角色模型初始位置
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function XUiRpgMakerGamePlayScene:InitPlayerPosition(mapId, isUseSelfObjPosY)
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local playerObj = XDataCenter.RpgMakerGameManager.GetPlayerObj()
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local roleId = playerObj:GetId()
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local startPointId = XRpgMakerGameConfigs.GetRpgMakerGameStartPointId(mapId)
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local x = XRpgMakerGameConfigs.GetRpgMakerGameStartPointX(startPointId)
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local y = XRpgMakerGameConfigs.GetRpgMakerGameStartPointY(startPointId)
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local direction = XRpgMakerGameConfigs.GetRpgMakerGameStartPointDirection(startPointId)
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local cube = self:GetCubeObj(y, x)
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local objSize = cube:GetGameObjSize()
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local cubePosition = cube:GetGameObjUpCenterPosition()
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playerObj:SetGameObjectPosition(cubePosition)
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playerObj:ChangeDirectionAction({Direction = direction})
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end
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--初始化地面
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function XUiRpgMakerGamePlayScene:InitCube(mapId)
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local transform = self.GameObject.transform
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local sceneObjRoot = self:GetSceneObjRoot()
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local cube = XUiHelper.TryGetComponent(sceneObjRoot.transform, "ScenePuzzle01_03Hezi01")
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if not cube then
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XLog.Error(string.format("XUiRpgMakerGamePlayScene:InitCube没找到ScenePuzzle01_03Hezi01对象 mapId:%s,sceneObjRoot:%s", mapId, sceneObjRoot))
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return
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end
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local cubeMeshFilter = cube:GetComponent("MeshFilter")
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local cubeSize = cubeMeshFilter.mesh.bounds.size
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local row = XRpgMakerGameConfigs.GetRpgMakerGameRow(mapId)
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local col = XRpgMakerGameConfigs.GetRpgMakerGameCol(mapId)
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local modelPath
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local gameObjPositionX
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local gameObjPositionY
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local gameObj
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local firstModelPath
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local secondModelPath
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local cubeModelPath1 = XRpgMakerGameConfigs.GetRpgMakerGameModelPath("Cube1")
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local cubeModelPath2 = XRpgMakerGameConfigs.GetRpgMakerGameModelPath("Cube2")
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for i = 1, row do
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self.CubeObjs[i] = {}
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firstModelPath = i % 2 ~= 0 and cubeModelPath1 or cubeModelPath2
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secondModelPath = i % 2 == 0 and cubeModelPath1 or cubeModelPath2
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for j = 1, col do
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modelPath = j % 2 ~= 0 and firstModelPath or secondModelPath
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gameObjPositionX = cube.position.x + cubeSize.x * (j - 1)
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gameObjPositionY = cube.position.z + cubeSize.z * (i - 1)
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gameObj = XRpgMakerGameCube.New()
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gameObj:LoadModel(modelPath, sceneObjRoot)
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gameObj:SetGameObjectPosition(Vector3(gameObjPositionX, cube.position.y, gameObjPositionY))
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self.CubeObjs[i][j] = gameObj
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end
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end
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end
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--初始化阻挡物
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function XUiRpgMakerGamePlayScene:InitBlock(mapId)
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local blockIdList = XRpgMakerGameConfigs.GetRpgMakerGameMapIdToBlockIdList(mapId)
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local blockRow
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local colList
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local blockObjTemp
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local sceneObjRoot = self:GetSceneObjRoot()
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local cube
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local cubePosition
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local modelPath = XRpgMakerGameConfigs.GetRpgMakerGameModelPath("Block")
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for _, blockId in ipairs(blockIdList) do
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blockRow = XRpgMakerGameConfigs.GetRpgMakerGameBlockRow(blockId)
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colList = XRpgMakerGameConfigs.GetRpgMakerGameBlockColList(blockId)
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for colNum, blockStatus in ipairs(colList) do
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if blockStatus == XRpgMakerGameConfigs.XRpgMakerGameBlockStatus.Block then
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cube = self:GetCubeObj(blockRow, colNum)
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cubePosition = cube:GetGameObjUpCenterPosition()
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blockObjTemp = XRpgMakerGameBlock.New()
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blockObjTemp:LoadModel(modelPath, sceneObjRoot)
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blockObjTemp:UpdatePosition({PositionX = blockRow, PositionY = colNum})
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blockObjTemp:SetGameObjectPosition(cubePosition)
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if not self.BlockObjs[blockRow] then
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self.BlockObjs[blockRow] = {}
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end
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self.BlockObjs[blockRow][colNum] = blockObjTemp
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end
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end
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end
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end
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function XUiRpgMakerGamePlayScene:GetMapId()
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return self.MapId
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end
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function XUiRpgMakerGamePlayScene:GetCubeObj(row, col)
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return self.CubeObjs[row] and self.CubeObjs[row][col]
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end
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function XUiRpgMakerGamePlayScene:GetCubeObjs()
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return self.CubeObjs
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end
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function XUiRpgMakerGamePlayScene:GetSceneObjRoot()
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return self.SceneObjRoot
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end
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function XUiRpgMakerGamePlayScene:IsSceneNil()
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return XTool.UObjIsNil(self.GameObject)
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end
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function XUiRpgMakerGamePlayScene:SetSceneActive(isActive)
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if not self:IsSceneNil() then
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self.GameObject.gameObject:SetActiveEx(isActive)
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end
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end
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--重置
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function XUiRpgMakerGamePlayScene:Reset()
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self:BackUp()
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end
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--后退
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function XUiRpgMakerGamePlayScene:BackUp()
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local mapId = self:GetMapId()
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local playerObj = XDataCenter.RpgMakerGameManager.GetPlayerObj()
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playerObj:UpdateObjPosAndDirection()
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playerObj:CheckIsDeath()
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local monsterIdList = XRpgMakerGameConfigs.GetRpgMakerGameMapIdToMonsterIdList(mapId)
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local monsterObj
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for _, monsterId in ipairs(monsterIdList) do
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monsterObj = XDataCenter.RpgMakerGameManager.GetMonsterObj(monsterId)
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if monsterObj then
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monsterObj:UpdateObjPosAndDirection()
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monsterObj:CheckIsDeath()
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monsterObj:RemovePatrolLineObjs()
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monsterObj:SetGameObjectViewArea()
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end
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end
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self:UpdateEndPointObjStatus()
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self:UpdateTriggeObjStatus(mapId)
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end
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function XUiRpgMakerGamePlayScene:UpdateEndPointObjStatus()
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local endPointObj = XDataCenter.RpgMakerGameManager.GetEndPointObj()
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endPointObj:UpdateObjStatus()
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end
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function XUiRpgMakerGamePlayScene:UpdateTriggeObjStatus(mapId)
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local triggerIdList = XRpgMakerGameConfigs.GetRpgMakerGameMapIdToTriggerIdList(mapId)
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local triggerObj
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for _, triggerId in ipairs(triggerIdList) do
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triggerObj = XDataCenter.RpgMakerGameManager.GetTriggerObj(triggerId)
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triggerObj:UpdateObjTriggerStatus()
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end
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end
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function XUiRpgMakerGamePlayScene:PlayAnimation()
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self.PlayableDirector = XUiHelper.TryGetComponent(self.GameObject.transform, "Animation/AnimEnable", "PlayableDirector")
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if self.PlayableDirector then
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self.PlayableDirector.gameObject:SetActiveEx(true)
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self.PlayableDirector:Play()
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end
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end
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function XUiRpgMakerGamePlayScene:GetUiName()
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return self.UiName
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end
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function XUiRpgMakerGamePlayScene:GetBlockObj(pointY, pointX)
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return self.BlockObjs and self.BlockObjs[pointY] and self.BlockObjs[pointY][pointX]
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end
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function XUiRpgMakerGamePlayScene:GetGapObj(gapId)
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return self.GapObjs and self.GapObjs[gapId]
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end
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function XUiRpgMakerGamePlayScene:GetSceneCamera()
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return self.Camera
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end
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return XUiRpgMakerGamePlayScene |