PGRData/Script/matrix/xentity/xequip/XEquipModel.lua

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local XEquipModel = XClass(nil, "XEquipModel")
-- go 为绑定生命周期的对象
-- luaBehaviour XLuaBehaviour组件提供生命周期回调
function XEquipModel:Ctor(go, luaBehaviour)
self.GameObject = go
self.LuaBehaviour = luaBehaviour
luaBehaviour.LuaOnDisable = function() self:OnDisable() end
luaBehaviour.LuaOnDestroy = function() self:OnDestroy() end
self.AudioInfoDict = {}
end
function XEquipModel:OnDisable()
-- 清除音效
self:ClearAudioInfo()
end
function XEquipModel:OnDestroy()
self:UnScheduleRotate()
XModelManager.RemoveLuaBehaviour(self.GameObject)
end
-- 记录模型音效
function XEquipModel:AddAudioInfo(audioInfo)
self.AudioInfoDict[audioInfo] = true
end
-- 停止模型音效
function XEquipModel:ClearAudioInfo()
if next(self.AudioInfoDict) then
for audioInfo, _ in pairs(self.AudioInfoDict) do
audioInfo:Stop()
end
self.AudioInfoDict = {}
end
end
--==============================--
--desc: 自转
--@rootGo: 根结点 提供XAutoRotation组件
--@model: 武器模型
--@modelId: 武器模型id
--==============================--
function XEquipModel:AutoRotateWeapon(rootGo, model, modelId)
self:UnScheduleRotate()
local delay = XEquipConfig.GetEquipUiAutoRotateDelay(modelId)
if delay and delay > 0 then
self.RotateScheduleId = XScheduleManager.ScheduleOnce(function()
self:DoAutoRotateWeapon(rootGo, model)
end, delay)
else
self:DoAutoRotateWeapon(rootGo, model)
end
end
---@param rootGo UnityEngine.Transform
function XEquipModel:DoAutoRotateWeapon(rootGo, model)
if XTool.UObjIsNil(rootGo) or XTool.UObjIsNil(model) then
return
end
local rotate = rootGo:GetComponent("XAutoRotation")
if not rotate then
rootGo:AddComponent(typeof(CS.XAutoRotation))
rotate = rootGo:GetComponent(typeof(CS.XAutoRotation))
end
if rotate then
rotate.IsAutoRotation = true
rotate.RotateSelf = false
rotate.Inited = false
rotate.Target = model.transform
end
end
--==============================--
--desc: 手动阻尼旋转
--@panelDrag: 滑动节点 提供XDragAutoRotate组件
--@model: 武器模型
--@modelId: 武器模型id
--@rotateCenter: 旋转参照节点(一般不需要)
--==============================--
function XEquipModel:DragRotateWeapon(panelDrag, model, modelId, rotateCenter)
self:UnScheduleRotate()
local delay = XEquipConfig.GetEquipUiAutoRotateDelay(modelId)
if delay and delay > 0 then
self.RotateScheduleId = XScheduleManager.ScheduleOnce(function()
self:DoDragRotateWeapon(panelDrag, model, rotateCenter)
end, delay)
else
self:DoDragRotateWeapon(panelDrag, model, rotateCenter)
end
end
function XEquipModel:DoDragRotateWeapon(panelDrag, model, rotateCenter)
if XTool.UObjIsNil(panelDrag) or XTool.UObjIsNil(model) then
return
end
local rotate = panelDrag:GetComponent("XDragAutoRotate")
if rotate then
rotate:SetTarget(model.transform)
end
if rotateCenter then
rotate:SetCenterPoint(rotateCenter.transform)
end
end
function XEquipModel:UnScheduleRotate()
if self.RotateScheduleId then
XScheduleManager.UnSchedule(self.RotateScheduleId)
self.RotateScheduleId = nil
end
end
return XEquipModel