2411 lines
84 KiB
Lua
2411 lines
84 KiB
Lua
---@class XUiPanelRoleModel
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local XUiPanelRoleModel = XClass(nil, "XUiPanelRoleModel")
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local AnimeLayer = {
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Body = 0,
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Face = 1
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}
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--==============================--
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--- RoleModelPool = {["model"] = model, ["weaponList"] = list, ["characterId"] = characterId}
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--==============================--
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function XUiPanelRoleModel:Ctor(
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ui,
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refName,
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hideWeapon,
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showShadow,
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loadClip,
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setFocus,
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fixLight,
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playEffectFunc,
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clearUiChildren,
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useMultiModel)
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self.Ui = ui
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self.RefName = refName or "DefaultName"
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self.GameObject = ui.gameObject
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self.Transform = ui.transform
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if clearUiChildren then -- 初始化时是否清空model挂点下所有物体
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XTool.DestroyChildren(ui.gameObject)
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end
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self.RoleModelPool = {}
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self.HideWeapon = hideWeapon and true or false
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self.ShowShadow = showShadow
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self.SetFocus = setFocus
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self.FixLight = fixLight
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self.PlayEffectFunc = playEffectFunc
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if loadClip == nil then
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self.InitLoadClip = true
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else
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self.InitLoadClip = loadClip and true
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end
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self.LoadClip = self.InitLoadClip
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self.IsStandAnimaShowWeapon = false
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self.StandAnimaShowWeaponList = {}
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self.CueId = nil
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self.UiStandCallBack = {}
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self.NowFashionId = nil
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-- 卡列演唱会皮肤临时处理定时器
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self.TempProcessTimer = nil
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if useMultiModel == nil then
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self.UseMultiModel = true
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end
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end
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--设置默认动画
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function XUiPanelRoleModel:SetDefaultAnimation(animationName)
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self.DefaultAnimation = animationName
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end
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--[[ 根据roleName从UiModel获取配置
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如果没有Display控制器,直接加载默认动画,否则加载控制器并播控制器默认动画
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PS:如果配置了Fasion控制层,直接以Fasion控制器为主
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]]
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function XUiPanelRoleModel:UpdateRoleModelWithAutoConfig(
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roleName,
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targetUiName,
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cb,
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isReLoadController,
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needFightController)
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local displayController = XModelManager.GetUiDisplayControllerPath(roleName)
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local defaultAnimation = XModelManager.GetUiDefaultAnimationPath(roleName)
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self:UpdateRoleModel(
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roleName,
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nil,
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targetUiName,
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cb,
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defaultAnimation ~= nil,
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displayController ~= nil,
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isReLoadController,
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needFightController
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)
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end
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function XUiPanelRoleModel:UpdateRoleModel(
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roleName,
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targetPanelRole,
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targetUiName,
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cb,
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IsReLoadAnime,
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needDisplayController,
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IsReLoadController,
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needFightController)
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if not roleName then
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XLog.Error("XUiPanelCharRole:UpdateRoleModel 函数错误: 参数roleName不能为空")
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return
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end
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local isSpecialModel, isMultiModel = XModelManager.CheckModelIsSpecial(roleName, targetUiName)
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if self.UseMultiModel and isMultiModel then
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if not self.NewPanel then
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self.UseMultiModel = false
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self.NewPanel = XUiPanelRoleModel.New(
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self.Ui,
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self.RefName,
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self.HideWeapon,
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self.ShowShadow,nil,nil,nil,nil,nil,self.UseMultiModel)
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end
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end
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if self.NewPanel and isMultiModel then
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local minorModelId = XModelManager.GetMinorModelId(roleName, targetUiName)
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if not minorModelId then
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self.NewPanel = nil
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else
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self.NewPanel:UpdateRoleModel(
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minorModelId,
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targetPanelRole,
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targetUiName,
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cb,
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IsReLoadAnime,
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needDisplayController,
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IsReLoadController,
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needFightController)
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end
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end
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--特殊模型 && 单模型
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if isSpecialModel and not isMultiModel then
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roleName = XModelManager.GetSpecialModelId(roleName, targetUiName)
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end
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local defaultAnimation = self.DefaultAnimation or XModelManager.GetUiDefaultAnimationPath(roleName)
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self.DefaultAnimation = nil
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local modelPool = self.RoleModelPool
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local curRoleName = self.CurRoleName
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local curModelInfo = modelPool[curRoleName]
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if curModelInfo then
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if XTool.UObjIsNil(curModelInfo.Model.gameObject) then
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XLog.Error("[UpdateRoleModel] NullReferenceException: Object reference not set to an instance of an object")
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modelPool[curRoleName] = nil
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return
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end
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curModelInfo.Model.gameObject:SetActiveEx(false)
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curModelInfo.time = XTime.GetServerNowTimestamp()
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end
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if curRoleName ~= roleName then
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self.CurRoleName = roleName
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end
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local runtimeControllerName
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--特殊时装只加载配置的动画状态机Controller
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runtimeControllerName = (not needFightController) and XModelManager.GetUiFashionControllerPath(roleName)
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if not runtimeControllerName then
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--如果没有配置,再加载配置展示用的动画状态机Controller
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if needDisplayController then
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runtimeControllerName = XModelManager.GetUiDisplayControllerPath(roleName)
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end
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if needFightController then
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runtimeControllerName = XModelManager.GetUiControllerPath(roleName)
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end
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end
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--如果用状态机就不需要手动加载animclip了
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if runtimeControllerName then
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self.LoadClip = nil
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else
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self.LoadClip = self.InitLoadClip --复原成一开始传入的参数
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end
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local needRemove = nil
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local nowTime = XTime.GetServerNowTimestamp()
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for k, v in pairs(modelPool) do
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--不等于当前要显示的模型且时间超出5秒的都要删掉
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if k ~= roleName and v and v.time then
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local diff = nowTime - v.time
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if diff >= 5 then
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if needRemove == nil then
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needRemove = {}
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end
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table.insert(needRemove, k)
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end
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end
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end
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--删除超时的模型
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if needRemove then
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for i = 1, #needRemove do
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local tempRoleName = needRemove[i]
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local modelInfo = modelPool[tempRoleName]
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if modelInfo.Model and modelInfo.Model:Exist() then
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CS.UnityEngine.Object.Destroy(modelInfo.Model.gameObject)
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end
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modelPool[tempRoleName] = nil
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--如果是多重模型,删除时一并删除副模型
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local isSpModel, isMulModel = XModelManager.CheckModelIsSpecial(tempRoleName, targetUiName)
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if isSpModel and isMulModel and self.NewPanel then
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local tempMinorModelId = XModelManager.GetMinorModelId(tempRoleName, targetUiName)
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if tempMinorModelId then
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self.NewPanel.RoleModelPool[tempMinorModelId] = 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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local modelInfo = modelPool[roleName]
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local cueId = self.CueId
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--UiStand播放背景音乐
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local uiStandVoiceCb = function(model)
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if cueId then
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if CS.XAudioManager.IsOpenFashionVoice == 1 then
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self:SetUiStandAnimaFinishCallback(model, function()
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XSoundManager.Stop(cueId)
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XSoundManager.PlaySoundByType(cueId, XSoundManager.SoundType.Sound)
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end, function()
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XSoundManager.Stop(cueId)
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end,false, true)
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end
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end
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if cb then
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cb(model)
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end
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end
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if IsReLoadAnime then
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self:LoadModelAndReLoadAnime(
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modelInfo,
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targetUiName,
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roleName,
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defaultAnimation,
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--[[cb]]uiStandVoiceCb,
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runtimeControllerName,
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IsReLoadController
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)
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else
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self:LoadModelAndNotReLoadAnime(
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modelInfo,
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targetUiName,
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roleName,
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defaultAnimation,
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--[[cb]]uiStandVoiceCb,
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runtimeControllerName,
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IsReLoadController
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)
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end
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end
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function XUiPanelRoleModel:LoadModelAndNotReLoadAnime(
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modelInfo,
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targetUiName,
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roleName,
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defaultAnimation,
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cb,
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runtimeControllerName,
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IsReLoadController) --更新加载同一个模型时不重新加载动画
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if modelInfo then
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modelInfo.Model.gameObject:SetActiveEx(true)
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if IsReLoadController then
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self:RoleModelLoaded(roleName, targetUiName, cb, runtimeControllerName)
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else
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self:RoleModelLoaded(roleName, targetUiName, cb)
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end
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else
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XModelManager.LoadRoleModel(
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self.CurRoleName,
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self.Transform,
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function(model)
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local tmpModelInfo = {}
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tmpModelInfo.Model = model
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tmpModelInfo.RenderingProxy = CS.XNPCRendingUIProxy.GetNPCRendingUIProxy(model)
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self.RoleModelPool[roleName] = tmpModelInfo
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if self.LoadClip then
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self:LoadAnimationClips(
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model.gameObject,
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defaultAnimation,
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function()
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self:RoleModelLoaded(roleName, targetUiName, cb, runtimeControllerName)
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end
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)
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else
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self:RoleModelLoaded(roleName, targetUiName, cb, runtimeControllerName)
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end
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local isSpecialModel, isMultiModel = XModelManager.CheckModelIsSpecial(self.CurRoleName, targetUiName)
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if self.NewPanel and isMultiModel then
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local newModelName = XModelManager.GetMinorModelId(self.CurRoleName, targetUiName)
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local info = self.NewPanel.RoleModelPool[newModelName]
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if info then
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info.Model.transform:SetParent(model.transform, false)
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info.Model.gameObject:SetLayerRecursively(model.gameObject.layer)
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end
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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 XUiPanelRoleModel:LoadModelAndReLoadAnime(
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modelInfo,
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targetUiName,
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roleName,
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defaultAnimation,
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cb,
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runtimeControllerName,
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IsReLoadController) --更新加载同一个模型时重新加载动画
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if modelInfo then
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modelInfo.Model.gameObject:SetActiveEx(true)
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self:LoadSingleAnimationClip(
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modelInfo.Model.gameObject,
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defaultAnimation,
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function()
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self:RoleModelLoaded(roleName, targetUiName, cb)
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end
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)
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else
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XModelManager.LoadRoleModel(
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self.CurRoleName,
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self.Transform,
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function(model)
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local tmpModelInfo = {}
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tmpModelInfo.Model = model
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tmpModelInfo.RenderingProxy = CS.XNPCRendingUIProxy.GetNPCRendingUIProxy(model)
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self.RoleModelPool[roleName] = tmpModelInfo
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self:LoadSingleAnimationClip(
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model.gameObject,
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defaultAnimation,
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function()
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self:RoleModelLoaded(roleName, targetUiName, cb)
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end
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)
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local isSpecialModel, isMultiModel = XModelManager.CheckModelIsSpecial(self.CurRoleName, targetUiName)
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if self.NewPanel and isMultiModel then
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local newModelName = XModelManager.GetMinorModelId(self.CurRoleName, targetUiName)
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local info = self.NewPanel.RoleModelPool[newModelName]
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if info then
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info.Model.transform:SetParent(model.transform, false)
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info.Model.gameObject:SetLayerRecursively(model.gameObject.layer)
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end
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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 XUiPanelRoleModel:LoadAnimationClips(model, defaultAnimation, cb)
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if model == nil or not model:Exist() then
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XLog.Error("XUiPanelRoleModel.LoadAnimation 函数错误,参数model不能为空")
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return
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end
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local loadAnimationClip = model.gameObject:GetComponent(typeof(CS.XLoadAnimationClip))
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if loadAnimationClip == nil or not loadAnimationClip:Exist() then
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loadAnimationClip = model.gameObject:AddComponent(typeof(CS.XLoadAnimationClip))
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if not loadAnimationClip:Exist() then
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XLog.Error("XUiPanelRoleModel.LoadAnimation XLoadAnimationClip不存在")
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return
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end
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local clips = { defaultAnimation }
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if XTool.IsTableEmpty(clips) then
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XLog.Error("XUiPanelRoleModel.LoadAnimation error: defaultAnimation为空")
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return
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end
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local activeState = model.gameObject.activeSelf
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model.gameObject:SetActiveEx(false)
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loadAnimationClip:LoadAnimationClips(
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clips,
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function()
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model.gameObject:SetActiveEx(activeState)
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if cb then
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cb()
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end
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end
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)
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else
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if cb then
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cb()
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end
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end
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end
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function XUiPanelRoleModel:LoadSingleAnimationClip(model, defaultAnimation, cb)
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if model == nil or not model:Exist() then
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local modelPool = self.RoleModelPool
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local curRoleName = self.CurRoleName
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local curModelInfo = modelPool[curRoleName]
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if curModelInfo then
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model = curModelInfo.Model.gameObject
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else
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XLog.Error("XUiPanelRoleModel.LoadAnimation model = nil ")
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return
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end
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end
|
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local loadAnimationClip = model.gameObject:GetComponent(typeof(CS.XLoadAnimationClip))
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if loadAnimationClip == nil or not loadAnimationClip:Exist() then
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loadAnimationClip = model.gameObject:AddComponent(typeof(CS.XLoadAnimationClip))
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end
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local activeState = model.gameObject.activeSelf
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||
model.gameObject:SetActiveEx(false)
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loadAnimationClip:LoadSingleAnimationClip(
|
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defaultAnimation,
|
||
function()
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model.gameObject:SetActiveEx(activeState)
|
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if cb then
|
||
cb()
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end
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end
|
||
)
|
||
end
|
||
|
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function XUiPanelRoleModel:RoleModelLoaded(name, uiName, cb, runtimeControllerName)
|
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if not self.CurRoleName then
|
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return
|
||
end
|
||
local modelInfo = self.RoleModelPool[self.CurRoleName]
|
||
if not modelInfo then
|
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return
|
||
end
|
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local model = modelInfo.Model
|
||
|
||
XModelManager.SetRoleTransform(name, model, uiName)
|
||
XModelManager.SetRoleCamera(name, model.transform.parent.parent.parent, uiName)
|
||
|
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if runtimeControllerName then
|
||
local animator = model:GetComponent("Animator")
|
||
local runtimeController = CS.LoadHelper.LoadUiController(runtimeControllerName, self.RefName)
|
||
animator.runtimeAnimatorController = runtimeController
|
||
end
|
||
|
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if self.SetFocus then
|
||
CS.XGraphicManager.Focus = model.transform
|
||
end
|
||
|
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if cb then
|
||
cb(model)
|
||
end
|
||
uiName = uiName or self.RefName
|
||
XModelManager.HandleUiModelNodeActive(uiName, name, model)
|
||
|
||
-- 阴影要放在武器模型加载完之后
|
||
if self.ShowShadow then
|
||
CS.XShadowHelper.AddShadow(self.GameObject, true)
|
||
end
|
||
|
||
-- 卡列尼娜·辉晓Uistand动作武器抖动临时处理
|
||
if self.TempProcessTimer then
|
||
XScheduleManager.UnSchedule(self.TempProcessTimer)
|
||
self.TempProcessTimer = nil
|
||
end
|
||
if not XTool.UObjIsNil(model) and model.name == "R4KalieninaMd019381(Clone)" then
|
||
local weaponModelRoot = model.transform:FindTransform("WeaponCase1")
|
||
|
||
if not XTool.UObjIsNil(weaponModelRoot) and weaponModelRoot.childCount ~= 0 then
|
||
local weaponModel = weaponModelRoot:GetChild(0)
|
||
|
||
if not XTool.UObjIsNil(weaponModel) then
|
||
self.TempProcessTimer = XScheduleManager.ScheduleOnce(function()
|
||
weaponModel:SetParent(model.transform, true)
|
||
end, 1)
|
||
end
|
||
end
|
||
end
|
||
-- 卡列尼娜·辉晓Uistand动作武器抖动临时处理 END
|
||
|
||
-- 只有不是三个模型同时出现的界面调用此接口
|
||
if not self.FixLight then
|
||
CS.XShadowHelper.SetCharRealtimeShadow(self.GameObject, true)
|
||
end
|
||
end
|
||
|
||
function XUiPanelRoleModel:GetModelName(characterId)
|
||
local quality
|
||
local character = XDataCenter.CharacterManager.GetCharacter(characterId)
|
||
if character then
|
||
quality = character.Quality
|
||
end
|
||
|
||
return XDataCenter.CharacterManager.GetCharModel(characterId, quality)
|
||
end
|
||
--region---------------------------------加载Ui角色动作特效start---------------------------
|
||
--==============================--
|
||
--desc: (外部接口)加载当前Ui角色动作特效
|
||
--@characterId: 角色id
|
||
--@actionId: 动作Id
|
||
--==============================--
|
||
function XUiPanelRoleModel:LoadCharacterUiEffect(characterId, actionId, isNotSelf, weaponFashionId, isShowDefaultWeapon)
|
||
if not characterId then
|
||
return
|
||
end
|
||
|
||
local fashionId = nil
|
||
|
||
if not self.NowFashionId then
|
||
fashionId = XDataCenter.CharacterManager.GetShowFashionId(characterId, isNotSelf)
|
||
else
|
||
fashionId = self.NowFashionId
|
||
end
|
||
local id, rootName, effectPath = XCharacterUiEffectConfig.GetEffectInfo(characterId, fashionId, actionId)
|
||
local model = self.RoleModelPool[self.CurRoleName]
|
||
if not model then return end
|
||
if not model.CharacterId then
|
||
model.CharacterId = characterId
|
||
end
|
||
self:SetCurrentUiEffectActive(model.UiEffect, false)
|
||
self:SetCurrentUiEffectActive(model.UiEquipEffect, false)
|
||
if not model.NotUiStand1 then
|
||
local playRoleAnimation = model.Model.gameObject:GetComponent("XPlayRoleAnimation")
|
||
if playRoleAnimation then
|
||
local defaultAnimeName = playRoleAnimation.DefaultClip
|
||
model.NotUiStand1 = defaultAnimeName ~= "UiStand1"
|
||
else
|
||
model.NotUiStand1 = true
|
||
return
|
||
end
|
||
end
|
||
if not actionId and model.NotUiStand1 then
|
||
return
|
||
end
|
||
if not actionId then
|
||
model.UiDefaultId = id
|
||
end
|
||
self:LoadCharacterUiEquipEffect(model, characterId, fashionId, actionId, isShowDefaultWeapon, weaponFashionId)
|
||
self:PlayCharacterUiEffect(model, id, rootName, effectPath)
|
||
end
|
||
--==============================--
|
||
--desc: (外部接口)加载时装展示Ui角色动作特效
|
||
--@characterId: 角色id
|
||
--@fashionId: 时装Id
|
||
--==============================--
|
||
function XUiPanelRoleModel:LoadResCharacterUiEffect(characterId, fashionId, weaponFashionId, isShowDefaultWeapon, equipTemplateId)
|
||
if not characterId then
|
||
return
|
||
end
|
||
local id, rootName, effectPath = XCharacterUiEffectConfig.GetEffectInfo(characterId, fashionId)
|
||
if not id or not effectPath then
|
||
return
|
||
end
|
||
local model = self.RoleModelPool[self.CurRoleName]
|
||
if not model.CharacterId then
|
||
model.CharacterId = characterId
|
||
end
|
||
self:SetCurrentUiEffectActive(model.UiEffect, false)
|
||
self:SetCurrentUiEffectActive(model.UiEquipEffect, false)
|
||
local playRoleAnimation = model.Model.gameObject:GetComponent("XPlayRoleAnimation")
|
||
if playRoleAnimation then
|
||
local defaultAnimeName = playRoleAnimation.DefaultClip
|
||
model.NotUiStand1 = defaultAnimeName ~= "UiStand1"
|
||
if model.NotUiStand1 then
|
||
return
|
||
end
|
||
else
|
||
model.NotUiStand1 = true
|
||
return
|
||
end
|
||
self:LoadCharacterUiEquipEffect(model, characterId, fashionId, nil, isShowDefaultWeapon, weaponFashionId, equipTemplateId)
|
||
self:PlayCharacterUiEffect(model, id, rootName, effectPath)
|
||
end
|
||
--==============================--
|
||
--desc: 加载当前Q版角色动作特效
|
||
--@characterId: 角色id
|
||
--==============================--
|
||
function XUiPanelRoleModel:LoadCharacterCuteUiEffect(characterId)
|
||
if not XTool.IsNumberValid(characterId) then
|
||
return
|
||
end
|
||
local model = self.RoleModelPool[self.CurRoleName]
|
||
if not model then
|
||
return
|
||
end
|
||
if not model.CharacterId then
|
||
model.CharacterId = characterId
|
||
end
|
||
if XTool.UObjIsNil(model.Model.gameObject) then
|
||
return
|
||
end
|
||
local playRoleAnimation = model.Model.gameObject:GetComponent("XPlayRoleAnimation")
|
||
if not playRoleAnimation then
|
||
return
|
||
end
|
||
-- Q版角色特殊处理 直接取默认动作id
|
||
local actionId = playRoleAnimation.DefaultClip
|
||
local id, rootName, effectPath = XCharacterCuteConfig.GetEffectInfo(characterId, actionId)
|
||
self:SetCurrentUiEffectActive(model.UiEffect, false)
|
||
self:PlayCharacterUiEffect(model, id, rootName, effectPath)
|
||
end
|
||
--==============================--
|
||
--desc: (外部接口)加载Ui角色默认动作特效
|
||
--==============================--
|
||
function XUiPanelRoleModel:LoadCurrentCharacterDefaultUiEffect()
|
||
local model = self.RoleModelPool[self.CurRoleName]
|
||
if model.NotUiStand1 or not model.UiDefaultId then
|
||
return
|
||
end
|
||
self:SetCurrentUiEffectActive(model.UiEffect, false)
|
||
self:SetCurrentUiEffectActive(model.UiEquipEffect, false)
|
||
local fashionId = XDataCenter.CharacterManager.GetShowFashionId(model.CharacterId)
|
||
local _, rootName, effectPath = XCharacterUiEffectConfig.GetEffectInfo(model.CharacterId, fashionId)
|
||
self:LoadCharacterUiEquipEffect(model, model.CharacterId, fashionId)
|
||
self:PlayCharacterUiEffect(model, model.UiDefaultId, rootName, effectPath)
|
||
end
|
||
--==============================--
|
||
--desc: 播放Ui角色动作特效
|
||
--==============================--
|
||
function XUiPanelRoleModel:PlayCharacterUiEffect(model, id, rootName, effectPath)
|
||
if not id or not effectPath then
|
||
return
|
||
end
|
||
self:GetModelUiEffect(model, id, rootName, effectPath)
|
||
self:SetCurrentUiEffectActive(model.UiEffect, true)
|
||
self:BindEffectByModel(model)
|
||
self:SetReActiveUiEffect(model)
|
||
end
|
||
|
||
function XUiPanelRoleModel:LoadCharacterUiEquipEffect(model, characterId, fashionId, actionId, isShowDefaultWeapon, weaponFashionId, equipTemplateId)
|
||
local equipModelIdList
|
||
if equipTemplateId then
|
||
local equip = { TemplateId = equipTemplateId }
|
||
equipModelIdList = XDataCenter.EquipManager.GetEquipModelIdListByEquipData(equip, weaponFashionId)
|
||
else
|
||
equipModelIdList = XDataCenter.EquipManager.GetEquipModelIdListByCharacterId(characterId, isShowDefaultWeapon, weaponFashionId)
|
||
end
|
||
local idList, rootName2EffectPath = {}, {}
|
||
for _, equipModelId in ipairs(equipModelIdList or {}) do
|
||
local effectId, name2EffectMap = XCharacterUiEffectConfig.GetEquipEffectInfo(equipModelId, fashionId, actionId)
|
||
if effectId then
|
||
table.insert(idList, effectId)
|
||
for rootName, effectList in pairs(name2EffectMap or {}) do
|
||
rootName2EffectPath[rootName] = effectList
|
||
end
|
||
end
|
||
end
|
||
if not XTool.IsTableEmpty(idList) then
|
||
self:GetModelUiEquipEffect(model, table.concat(idList, "-"), rootName2EffectPath)
|
||
end
|
||
end
|
||
|
||
function XUiPanelRoleModel:LoadCharacterUiEquipEffectOther(model, equip, fashionId, actionId, weaponFashionId)
|
||
local idList, rootName2EffectPath = {}, {}
|
||
local equipModelIdList = XDataCenter.EquipManager.GetEquipModelIdListByEquipData(equip, weaponFashionId)
|
||
for _, equipModelId in ipairs(equipModelIdList or {}) do
|
||
local effectId, name2EffectMap = XCharacterUiEffectConfig.GetEquipEffectInfo(equipModelId, fashionId, actionId)
|
||
if effectId then
|
||
table.insert(idList, effectId)
|
||
for rootName, effectList in pairs(name2EffectMap or {}) do
|
||
rootName2EffectPath[rootName] = effectList
|
||
end
|
||
end
|
||
end
|
||
if not XTool.IsTableEmpty(idList) then
|
||
self:GetModelUiEquipEffect(model, table.concat(idList, "-"), rootName2EffectPath)
|
||
end
|
||
end
|
||
--==============================--
|
||
--desc: 获取Ui角色动作特效
|
||
--==============================--
|
||
function XUiPanelRoleModel:GetModelUiEffect(model, id, rootNameArray, effectPathArray)
|
||
if model.UiEffect and model.CurrentUiEffectId == id then
|
||
return model.UiEffect
|
||
end
|
||
model.CurrentUiEffectId = id
|
||
-- 不管上次的特效,因为XUiLoadPrefab已经处理了重复加载问题(XUiLoadPrefab组件同一个挂点只会生成一个Prefab,旧的会自动销毁)
|
||
model.UiEffect = self:ClearUiEffectList(model.UiEffect)
|
||
local uiEffectArray = model.UiEffect
|
||
for idx, rootName in pairs(rootNameArray) do
|
||
for _, effectPath in pairs(effectPathArray[idx] or {}) do
|
||
local uiEffect = self:CreateUiEffect(model, id, rootName, effectPath)
|
||
uiEffectArray[#uiEffectArray + 1] = uiEffect
|
||
end
|
||
end
|
||
return uiEffectArray
|
||
end
|
||
|
||
--- 获取Ui角色武器特效
|
||
--------------------------
|
||
function XUiPanelRoleModel:GetModelUiEquipEffect(model, id, rootName2EffectPath)
|
||
self:SetCurrentUiEffectActive(model.UiEquipEffect, true)
|
||
if model.UiEquipEffect and model.CurrentUiEquipEffectId == id then
|
||
return model.UiEquipEffect
|
||
end
|
||
model.CurrentUiEquipEffectId = id
|
||
model.UiEquipEffect = self:ClearUiEffectList(model.UiEquipEffect)
|
||
local list = {}
|
||
for rootName, effectPathList in pairs(rootName2EffectPath or {}) do
|
||
for _, effectPath in ipairs(effectPathList or {}) do
|
||
table.insert(list, self:CreateUiEffect(model, id, rootName, effectPath))
|
||
end
|
||
end
|
||
model.UiEquipEffect = list
|
||
|
||
return list
|
||
end
|
||
--==============================--
|
||
--desc: 生成Ui角色动作特效
|
||
--==============================--
|
||
function XUiPanelRoleModel:CreateUiEffect(model, id, rootName, effectPath)
|
||
local parent -- 搜挂点
|
||
if not rootName or rootName == XCharacterUiEffectConfig.GetDefaultRootName() then
|
||
parent = model.Model.gameObject
|
||
else
|
||
parent = model.Model.gameObject:FindGameObject(rootName)
|
||
if not parent then
|
||
parent = model.Model.gameObject
|
||
end
|
||
end
|
||
local obj = CS.LoadHelper.InstantiateGameObject(effectPath)
|
||
obj.transform:SetParent(parent.transform, false)
|
||
obj.transform:SetLayerRecursively(parent.gameObject.layer)
|
||
--local fx = parent:LoadPrefab(effectPath, false)
|
||
-- 由于预制是在模型加载之后,需要再次添加阴影
|
||
if self.ShowShadow then
|
||
CS.XShadowHelper.AddShadow(obj.gameObject, true)
|
||
end
|
||
-- 只有不是三个模型同时出现的界面调用此接口 由于预制是在模型加载之后,需要再次添加阴影
|
||
if not self.FixLight then
|
||
CS.XShadowHelper.SetCharRealtimeShadow(self.GameObject, true)
|
||
end
|
||
return obj
|
||
end
|
||
|
||
--动作播放完重新播放特效
|
||
function XUiPanelRoleModel:SetReActiveUiEffect(model)
|
||
--local playRoleAnimation = model.Model.gameObject:GetComponent("XPlayRoleAnimation")
|
||
if XTool.IsTableEmpty(model.UiEffect)
|
||
and XTool.IsTableEmpty(model.UiEquipEffect) --[[or not playRoleAnimation]] then
|
||
return
|
||
end
|
||
|
||
self:SetUiStandAnimaFinishCallback(model.Model, function()
|
||
for _, effect in ipairs(model.UiEffect or {}) do
|
||
if not XTool.UObjIsNil(effect) and effect.gameObject.activeSelf then
|
||
effect.gameObject:SetActiveEx(false)
|
||
effect.gameObject:SetActiveEx(true)
|
||
end
|
||
end
|
||
|
||
for _, effect in ipairs(model.UiEquipEffect or {}) do
|
||
if not XTool.UObjIsNil(effect) and effect.gameObject.activeSelf then
|
||
effect.gameObject:SetActiveEx(false)
|
||
effect.gameObject:SetActiveEx(true)
|
||
end
|
||
end
|
||
end, nil, false, false)
|
||
--playRoleAnimation:SetIsNotRemoveFinishCallback(true)
|
||
--playRoleAnimation:SetFinishedCallback(function()
|
||
-- for _, effect in ipairs(effectList or {}) do
|
||
-- if not XTool.UObjIsNil(effect) and effect.gameObject.activeSelf then
|
||
-- effect.gameObject:SetActiveEx(false)
|
||
-- effect.gameObject:SetActiveEx(true)
|
||
-- end
|
||
-- end
|
||
--end)
|
||
end
|
||
|
||
function XUiPanelRoleModel:SetCurrentUiEffectActive(effectList, isActive)
|
||
if XTool.IsTableEmpty(effectList) then
|
||
return
|
||
end
|
||
for _, effect in ipairs(effectList or {}) do
|
||
if not XTool.UObjIsNil(effect) then
|
||
effect.gameObject:SetActiveEx(isActive)
|
||
end
|
||
end
|
||
end
|
||
|
||
function XUiPanelRoleModel:ClearUiEffectList(effectList)
|
||
for _, effect in ipairs(effectList or {}) do
|
||
if not XTool.UObjIsNil(effect) then
|
||
XUiHelper.Destroy(effect)
|
||
end
|
||
end
|
||
return {}
|
||
end
|
||
|
||
function XUiPanelRoleModel:GetValidEffect(effectList)
|
||
local list = {}
|
||
for _, effect in ipairs(effectList or {}) do
|
||
if not XTool.UObjIsNil(effect) then
|
||
table.insert(list, effect)
|
||
end
|
||
end
|
||
return list
|
||
end
|
||
|
||
--endregion------------------------------------加载Ui角色动作特效end---------------------------
|
||
--==============================--
|
||
--desc: 更新角色模型
|
||
--@characterId: 角色id
|
||
--@targetPanelRole: 目标面板
|
||
--@targetUiName: 目标ui名
|
||
--==============================--
|
||
function XUiPanelRoleModel:UpdateCharacterModel(
|
||
characterId,
|
||
targetPanelRole,
|
||
targetUiName,
|
||
cb,
|
||
weaponCb,
|
||
fashionId,
|
||
growUpLevel,
|
||
hideEffect,
|
||
isShowDefaultWeapon,
|
||
isNotSelf)
|
||
self.StandAnimaShowWeaponList = {}
|
||
|
||
local weaponFashionId
|
||
|
||
if XRobotManager.CheckIsRobotId(characterId) then
|
||
local robotId = characterId
|
||
characterId = XRobotManager.GetRobotTemplate(characterId).CharacterId
|
||
weaponFashionId = XRobotManager.GetRobotWeaponFashionId(robotId)
|
||
end
|
||
|
||
local resourcesId
|
||
if XTool.IsNumberValid(fashionId) then
|
||
resourcesId = XDataCenter.FashionManager.GetResourcesId(fashionId)
|
||
self.NowFashionId = fashionId
|
||
else
|
||
resourcesId = XDataCenter.FashionManager.GetFashionResourceIdByCharId(characterId)
|
||
self.NowFashionId = XDataCenter.FashionManager.GetFashionIdByResId(resourcesId)
|
||
end
|
||
|
||
local modelName
|
||
if resourcesId then
|
||
modelName = XDataCenter.CharacterManager.GetCharResModel(resourcesId)
|
||
else
|
||
modelName = self:GetModelName(characterId)
|
||
end
|
||
if not modelName then
|
||
return
|
||
end
|
||
|
||
self.IsStandAnimaShowWeapon = XDataCenter.EquipManager.CheckHasLoadEquipBySignboard(characterId, self.NowFashionId)
|
||
self:SetCueId(self.NowFashionId)
|
||
|
||
self:UpdateRoleModel(modelName, targetPanelRole, targetUiName,
|
||
function(model)
|
||
if not self.HideWeapon then
|
||
self:UpdateCharacterWeaponModels(characterId, modelName, weaponCb, hideEffect, nil, weaponFashionId, isShowDefaultWeapon) --- todo cur equip
|
||
end
|
||
|
||
if self.IsStandAnimaShowWeapon and self.HideWeapon then
|
||
local equipUsage = XDataCenter.EquipManager.GetEquipAnimControllerBySignboard(characterId, self.NowFashionId)
|
||
local newCb = function(model)
|
||
self.StandAnimaShowWeaponList[#self.StandAnimaShowWeaponList + 1] = model
|
||
|
||
if weaponCb then
|
||
weaponCb(model)
|
||
end
|
||
end
|
||
|
||
self:UpdateCharacterWeaponModels(characterId, modelName, newCb, hideEffect, nil, weaponFashionId, isShowDefaultWeapon, equipUsage)
|
||
end
|
||
|
||
if not hideEffect then
|
||
self:UpdateCharacterLiberationLevelEffect(modelName, characterId, growUpLevel, fashionId)
|
||
end
|
||
|
||
if cb then
|
||
cb(model)
|
||
end
|
||
|
||
if self.FixLight then
|
||
CS.XGraphicManager.FixUICharacterLightDir(model.gameObject)
|
||
end
|
||
end)
|
||
local actionId = self:GetPlayingStateName(AnimeLayer.Body)
|
||
self:LoadCharacterUiEffect(tonumber(characterId), actionId, isNotSelf, weaponFashionId, isShowDefaultWeapon)
|
||
end
|
||
|
||
---将callback保存在列表中,在执行回调时遍历callback列表
|
||
---@param model UnityEngine.GameObject 角色模型
|
||
---@param callback function 回调函数
|
||
---@param disableCallback function 模型销毁的回调
|
||
---@param isOnce boolean 是否只执行一次
|
||
---@param isInstantExecute boolean 是否立即执行
|
||
function XUiPanelRoleModel:SetUiStandAnimaFinishCallback(model, callback, disableCallback, isOnce, isInstantExecute)
|
||
isOnce = isOnce or false
|
||
isInstantExecute = isInstantExecute or false
|
||
self.UiStandCallBack[#self.UiStandCallBack + 1] = { Callback = callback, IsOnce = isOnce }
|
||
|
||
local playAnima = model.gameObject:GetComponent(typeof(CS.XPlayRoleAnimation))
|
||
|
||
if not playAnima then
|
||
return
|
||
end
|
||
|
||
if isInstantExecute then
|
||
callback()
|
||
end
|
||
|
||
playAnima:SetIsNotRemoveFinishCallback(true)
|
||
playAnima:SetFinishedCallback(function()
|
||
for i = #self.UiStandCallBack, 1, -1 do
|
||
local funcData = self.UiStandCallBack[i]
|
||
local callbackFunc = funcData.Callback
|
||
local isOnlyOnce = funcData.IsOnce
|
||
|
||
callbackFunc()
|
||
|
||
if isOnlyOnce then
|
||
table.remove(self.UiStandCallBack, i)
|
||
end
|
||
end
|
||
end)
|
||
if disableCallback ~= nil then
|
||
playAnima:SetDisableCallback(disableCallback)
|
||
end
|
||
end
|
||
|
||
function XUiPanelRoleModel:SetCueId(fashionId)
|
||
if not fashionId then
|
||
return
|
||
end
|
||
self.UiStandCallBack = {}
|
||
self.CueId = XDataCenter.FashionManager.GetCueIdByFashionId(fashionId)
|
||
end
|
||
|
||
--==============================--
|
||
--desc: 在查看其他玩家信息时,更新角色模型
|
||
--==============================--
|
||
function XUiPanelRoleModel:UpdateCharacterModelOther(
|
||
character,
|
||
weapon,
|
||
weaponFashionId,
|
||
targetPanelRole,
|
||
targetUiName,
|
||
cb)
|
||
local characterId = character.Id
|
||
if XRobotManager.CheckIsRobotId(characterId) then
|
||
local robotId = characterId
|
||
characterId = XRobotManager.GetRobotTemplate(characterId).CharacterId
|
||
weaponFashionId = XRobotManager.GetRobotWeaponFashionId(robotId)
|
||
end
|
||
|
||
local template = XDataCenter.FashionManager.GetFashionTemplate(character.FashionId)
|
||
local resourcesId = template.ResourcesId
|
||
|
||
local modelName
|
||
if resourcesId then
|
||
modelName = XDataCenter.CharacterManager.GetCharResModel(resourcesId)
|
||
else
|
||
local quality
|
||
if character then
|
||
quality = character.Quality
|
||
end
|
||
|
||
modelName = XDataCenter.CharacterManager.GetCharModel(characterId, quality)
|
||
end
|
||
if not modelName then
|
||
return
|
||
end
|
||
self:UpdateRoleModel(
|
||
modelName,
|
||
targetPanelRole,
|
||
targetUiName,
|
||
function(model)
|
||
if not self.HideWeapon then
|
||
self:UpdateCharacterWeaponModelsOther(character, weapon, weaponFashionId, modelName)
|
||
end
|
||
|
||
local fashionId = character.FashionId or XCharacterConfigs.GetCharacterTemplate(character.Id).DefaultNpcFashtionId
|
||
self:UpdateCharacterLiberationLevelEffect(modelName, characterId, character.LiberateLv, fashionId)
|
||
|
||
if cb then
|
||
cb(model)
|
||
end
|
||
|
||
if self.FixLight then
|
||
CS.XGraphicManager.FixUICharacterLightDir(model.gameObject)
|
||
end
|
||
end
|
||
)
|
||
self:LoadCharacterUiEffectOther(character, nil, weapon, weaponFashionId)
|
||
end
|
||
|
||
function XUiPanelRoleModel:LoadCharacterUiEffectOther(character, actionId, weapon, weaponFashionId)
|
||
if not character then
|
||
return
|
||
end
|
||
local fashionId = character.FashionId or XCharacterConfigs.GetCharacterTemplate(character.Id).DefaultNpcFashtionId
|
||
local id, rootName, effectPath = XCharacterUiEffectConfig.GetEffectInfo(character.Id, fashionId, actionId)
|
||
local model = self.RoleModelPool[self.CurRoleName]
|
||
|
||
if not model.CharacterId then
|
||
model.CharacterId = character.Id
|
||
end
|
||
self:SetCurrentUiEffectActive(model.UiEffect, false)
|
||
self:SetCurrentUiEffectActive(model.UiEquipEffect, false)
|
||
if not model.NotUiStand1 then
|
||
local playRoleAnimation = model.Model.gameObject:GetComponent("XPlayRoleAnimation")
|
||
if playRoleAnimation then
|
||
local defaultAnimeName = playRoleAnimation.DefaultClip
|
||
model.NotUiStand1 = defaultAnimeName ~= "UiStand1"
|
||
else
|
||
model.NotUiStand1 = true
|
||
return
|
||
end
|
||
end
|
||
if not actionId and model.NotUiStand1 then
|
||
return
|
||
end
|
||
if not actionId then
|
||
model.UiDefaultId = id
|
||
end
|
||
self:LoadCharacterUiEquipEffectOther(model, weapon, fashionId, actionId, weaponFashionId)
|
||
self:PlayCharacterUiEffect(model, id, rootName, effectPath)
|
||
end
|
||
|
||
--==============================--
|
||
--desc: 更新机器人角色模型
|
||
--==============================--
|
||
function XUiPanelRoleModel:UpdateRobotModel(robotId, characterId, weaponCb, fashionId, equipTemplateId, modelCb, needDisplayController
|
||
, targetPanelRole, targetUiName)
|
||
local resourcesId
|
||
local nowFashionId
|
||
if fashionId then
|
||
resourcesId = XDataCenter.FashionManager.GetResourcesId(fashionId)
|
||
nowFashionId = fashionId
|
||
else
|
||
resourcesId = XDataCenter.FashionManager.GetFashionResourceIdByCharId(characterId)
|
||
nowFashionId = XDataCenter.FashionManager.GetFashionIdByResId(resourcesId)
|
||
end
|
||
|
||
local modelName
|
||
if resourcesId then
|
||
modelName = XDataCenter.CharacterManager.GetCharResModel(resourcesId)
|
||
else
|
||
modelName = self:GetModelName(characterId)
|
||
end
|
||
if not modelName then
|
||
return
|
||
end
|
||
targetUiName = targetUiName or self.RefName
|
||
local weaponFashionId = XRobotManager.GetRobotWeaponFashionId(robotId)
|
||
|
||
self:SetCueId(nowFashionId)
|
||
self:UpdateRoleModel(modelName, targetPanelRole, targetUiName, function(model)
|
||
if not self.HideWeapon then
|
||
self:UpdateCharacterWeaponModels(characterId, modelName, weaponCb, true, equipTemplateId, weaponFashionId)
|
||
end
|
||
if modelCb then
|
||
modelCb(model)
|
||
end
|
||
if self.FixLight then
|
||
CS.XGraphicManager.FixUICharacterLightDir(model.gameObject)
|
||
end
|
||
end, nil, needDisplayController)
|
||
|
||
self:LoadResCharacterUiEffect(characterId, fashionId, weaponFashionId, nil, equipTemplateId)
|
||
end
|
||
|
||
--==============================--
|
||
--desc: 更新机器人角色模型 可以根据UseFashion使用角色涂装和角色武器涂装
|
||
--==============================--
|
||
function XUiPanelRoleModel:UpdateRobotModelNew(robotId, characterId, weaponCb, fashionId, equipTemplateId, modelCb, needDisplayController, targetPanelRole, targetUiName)
|
||
local weaponFashionId
|
||
local isOwn = XDataCenter.CharacterManager.IsOwnCharacter(characterId)
|
||
if XRobotManager.CheckUseFashion(robotId) and isOwn then
|
||
local character = XDataCenter.CharacterManager.GetCharacter(characterId)
|
||
local robot2CharViewModel = character:GetCharacterViewModel()
|
||
fashionId = robot2CharViewModel:GetFashionId()
|
||
weaponFashionId = XDataCenter.WeaponFashionManager.GetCharacterWearingWeaponFashionId(characterId)
|
||
else
|
||
weaponFashionId = XRobotManager.GetRobotWeaponFashionId(robotId)
|
||
end
|
||
|
||
self:UpdateRobotModelPublicNew(weaponFashionId,characterId, weaponCb, fashionId, equipTemplateId, modelCb, needDisplayController, targetPanelRole, targetUiName)
|
||
end
|
||
|
||
--==============================--
|
||
--desc: 更新机器人角色模型 可以手动设置角色武器。武器涂装以机器人优先
|
||
--==============================--
|
||
function XUiPanelRoleModel:UpdateRobotModelWithWeapon(robotId, characterId, weaponCb, fashionId, equipTemplateId, modelCb, needDisplayController, targetPanelRole, targetUiName)
|
||
local weaponFashionId
|
||
local isOwn = XDataCenter.CharacterManager.IsOwnCharacter(characterId)
|
||
if XRobotManager.CheckUseFashion(robotId) and isOwn then
|
||
local character = XDataCenter.CharacterManager.GetCharacter(characterId)
|
||
local robot2CharViewModel = character:GetCharacterViewModel()
|
||
fashionId = robot2CharViewModel:GetFashionId()
|
||
weaponFashionId = XDataCenter.WeaponFashionManager.GetCharacterWearingWeaponFashionId(characterId)
|
||
else
|
||
weaponFashionId = XRobotManager.GetRobotWeaponFashionId(robotId)
|
||
end
|
||
|
||
if not XTool.IsNumberValid(weaponFashionId) then
|
||
weaponFashionId = XRobotManager.GetRobotWeaponFashionId(robotId)
|
||
end
|
||
|
||
self:UpdateRobotModelPublicNew(weaponFashionId,characterId, weaponCb, fashionId, equipTemplateId, modelCb, needDisplayController, targetPanelRole, targetUiName)
|
||
end
|
||
|
||
--==============================--
|
||
--desc: 更新机器人角色模型 模型新显示逻辑的公共部分
|
||
--==============================--
|
||
function XUiPanelRoleModel:UpdateRobotModelPublicNew(weaponFashionId,characterId, weaponCb, fashionId, equipTemplateId, modelCb, needDisplayController, targetPanelRole, targetUiName)
|
||
local resourcesId
|
||
if fashionId then
|
||
resourcesId = XDataCenter.FashionManager.GetResourcesId(fashionId)
|
||
else
|
||
resourcesId = XDataCenter.FashionManager.GetFashionResourceIdByCharId(characterId)
|
||
end
|
||
|
||
local modelName
|
||
if resourcesId then
|
||
modelName = XDataCenter.CharacterManager.GetCharResModel(resourcesId)
|
||
else
|
||
modelName = self:GetModelName(characterId)
|
||
end
|
||
if not modelName then
|
||
return
|
||
end
|
||
self:UpdateRoleModel(modelName, targetPanelRole, targetUiName, function(model)
|
||
if not self.HideWeapon then
|
||
self:UpdateCharacterWeaponModels(characterId, modelName, weaponCb, true, equipTemplateId, weaponFashionId)
|
||
end
|
||
if modelCb then
|
||
modelCb(model)
|
||
end
|
||
if self.FixLight then
|
||
CS.XGraphicManager.FixUICharacterLightDir(model.gameObject)
|
||
end
|
||
end, nil, needDisplayController)
|
||
|
||
self:LoadResCharacterUiEffect(characterId, fashionId, weaponFashionId, nil, equipTemplateId)
|
||
end
|
||
|
||
function XUiPanelRoleModel:UpdateCharacterResModel(resId, characterId, targetUiName, cb, growUpLevel, weaponFashionId)
|
||
local modelName = XDataCenter.CharacterManager.GetCharResModel(resId)
|
||
local fashionId = XDataCenter.FashionManager.GetFashionIdByResId(resId)
|
||
|
||
if modelName then
|
||
self:SetCueId(fashionId)
|
||
self:UpdateRoleModel(modelName, nil, targetUiName, function(model)
|
||
if not self.HideWeapon then
|
||
self:UpdateCharacterWeaponModels(characterId, modelName, nil, nil, nil, weaponFashionId)
|
||
end
|
||
|
||
self:UpdateCharacterLiberationLevelEffect(modelName, characterId, growUpLevel, fashionId)
|
||
|
||
if cb then
|
||
cb(model)
|
||
end
|
||
end
|
||
)
|
||
end
|
||
if fashionId then
|
||
self:LoadResCharacterUiEffect(characterId, fashionId, weaponFashionId)
|
||
end
|
||
end
|
||
|
||
function XUiPanelRoleModel:UpdateCharacterModelByModelId(
|
||
modelId,
|
||
characterId,
|
||
targetPanelRole,
|
||
targetUiName,
|
||
cb,
|
||
growUpLevel,
|
||
showDefaultFx)
|
||
if not modelId then
|
||
return
|
||
end
|
||
|
||
self:UpdateRoleModel(modelId, targetPanelRole, targetUiName, function(model)
|
||
if not self.HideWeapon then
|
||
self:UpdateCharacterWeaponModels(characterId, modelId)
|
||
end
|
||
|
||
self:UpdateCharacterLiberationLevelEffect(modelId, characterId, growUpLevel, nil, showDefaultFx)
|
||
|
||
if cb then
|
||
cb(model)
|
||
end
|
||
end)
|
||
|
||
local defaultFashionId = XCharacterConfigs.GetCharacterTemplate(characterId).DefaultNpcFashtionId
|
||
local fashionId
|
||
if growUpLevel == 2 then --growUpLevel 2为第一套解放衣服 3,4为第二套解放衣服,解放的时装Id跟默认时装Id紧挨且按顺序+1
|
||
fashionId = defaultFashionId + 1
|
||
elseif growUpLevel >= 3 then
|
||
fashionId = defaultFashionId + 2
|
||
else
|
||
fashionId = defaultFashionId
|
||
end
|
||
if fashionId then
|
||
self:LoadResCharacterUiEffect(characterId, fashionId)
|
||
end
|
||
end
|
||
|
||
function XUiPanelRoleModel:UpdateBossModel(modelName, targetUiName, targetPanelRole, cb, isReLoad)
|
||
if modelName then
|
||
self:UpdateRoleModel(
|
||
modelName,
|
||
targetPanelRole,
|
||
targetUiName,
|
||
function(model)
|
||
if cb then
|
||
cb(model)
|
||
end
|
||
end,
|
||
true
|
||
)
|
||
end
|
||
end
|
||
|
||
function XUiPanelRoleModel:UpdateArchiveMonsterModel(modelName, targetUiName, targetPanelRole, cb)
|
||
if modelName then
|
||
self:UpdateRoleModel(
|
||
modelName,
|
||
targetPanelRole,
|
||
targetUiName,
|
||
function(model)
|
||
if cb then
|
||
cb(model)
|
||
end
|
||
end,
|
||
true
|
||
)
|
||
end
|
||
end
|
||
|
||
local DoPartnerModelControl = function(modelName, model) -- 加载伙伴模型时同时加载“模型节点控制”配置
|
||
local modelControlList = XPartnerConfigs.GetPartnerModelControlsByModel(modelName)
|
||
if modelControlList then
|
||
for nodeName, modelControl in pairs(modelControlList) do
|
||
local parts
|
||
if nodeName == XPartnerConfigs.DefaultNodeName then
|
||
parts = model.transform
|
||
else
|
||
parts = model.gameObject:FindTransform(nodeName)
|
||
end
|
||
if not XTool.UObjIsNil(parts) then
|
||
if modelControl.IsHide and modelControl.IsHide == 1 then
|
||
parts.gameObject:SetActiveEx(false)
|
||
end
|
||
if modelControl.Effect and not string.IsNilOrEmpty(modelControl.Effect) then
|
||
local effect = parts.gameObject:LoadPrefab(modelControl.Effect, false)
|
||
if effect then
|
||
effect.gameObject:SetActiveEx(true)
|
||
end
|
||
end
|
||
else
|
||
XLog.Error("NodeName Is Wrong :" .. nodeName)
|
||
end
|
||
end
|
||
end
|
||
end
|
||
|
||
function XUiPanelRoleModel:UpdatePartnerModel(
|
||
modelName,
|
||
targetUiName,
|
||
targetPanelRole,
|
||
cb,
|
||
isReLoad,
|
||
needController,
|
||
IsReLoadController)
|
||
if modelName then
|
||
self:UpdateRoleModel(
|
||
modelName,
|
||
targetPanelRole,
|
||
targetUiName,
|
||
function(model)
|
||
if cb then
|
||
cb(model)
|
||
end
|
||
self:LoadPartnerUiEffect(modelName, XPartnerConfigs.EffectParentName.ModelLoopEffect, false, false)
|
||
--DoPartnerModelControl(modelName, model)
|
||
end,
|
||
isReLoad,
|
||
needController,
|
||
IsReLoadController
|
||
)
|
||
end
|
||
end
|
||
|
||
function XUiPanelRoleModel:UpdateSCBattleShowModel(
|
||
modelName,
|
||
weaponIdList,
|
||
targetUiName,
|
||
targetPanelRole,
|
||
cb,
|
||
isReLoad,
|
||
needController,
|
||
IsReLoadController)
|
||
if modelName then
|
||
self:UpdateRoleModel(modelName, targetPanelRole, targetUiName, function(model)
|
||
if cb then
|
||
cb(model)
|
||
end
|
||
XModelManager.LoadRoleWeaponModel(model, weaponIdList,
|
||
self.RefName, nil, false, self.GameObject, modelName)
|
||
end, isReLoad, false, IsReLoadController, needController)
|
||
end
|
||
end
|
||
|
||
function XUiPanelRoleModel:UpdateCharacterModelByFightNpcData(fightNpcData, cb, isCute, needDisplayController,customizeWeaponData)
|
||
local char = fightNpcData.Character
|
||
if char then
|
||
local modelName
|
||
local fashionId = char.FashionId
|
||
if isCute then
|
||
modelName = XCharacterCuteConfig.GetCuteModelModelName(char.Id)
|
||
elseif fashionId then
|
||
local fashion = XDataCenter.FashionManager.GetFashionTemplate(fashionId)
|
||
modelName = XDataCenter.CharacterManager.GetCharResModel(fashion.ResourcesId)
|
||
else
|
||
-- modelName = XDataCenter.CharacterManager.GetCharModel(char.Id, char.Quality)
|
||
modelName = self:GetModelName(char.Id)
|
||
end
|
||
|
||
if modelName then
|
||
self:SetCueId(fashionId)
|
||
self:UpdateRoleModel(modelName, nil, nil, function(model)
|
||
self:UpdateEquipsModelsByFightNpcData(model, fightNpcData, modelName)
|
||
self:UpdateCharacterLiberationLevelEffect(modelName, char.Id, char.LiberateLv, fashionId)
|
||
if cb then
|
||
cb(model)
|
||
end
|
||
if isCute then
|
||
self:CloseRootMotion(model)
|
||
end
|
||
end,nil, needDisplayController)
|
||
end
|
||
|
||
if isCute then
|
||
self:LoadCharacterCuteUiEffect(char.Id)
|
||
elseif customizeWeaponData then
|
||
self:LoadResCharacterUiEffect(char.Id, fashionId, fightNpcData.WeaponFashionId, nil, fightNpcData.Equips[1].TemplateId)
|
||
else
|
||
self:LoadResCharacterUiEffect(char.Id, fashionId)
|
||
end
|
||
end
|
||
end
|
||
|
||
function XUiPanelRoleModel:UpdateEquipsModelsByFightNpcData(charModel, fightNpcData, modelName)
|
||
XModelManager.LoadRoleWeaponModelByFight(charModel, fightNpcData, self.RefName, self.GameObject, modelName)
|
||
end
|
||
|
||
--==============================--
|
||
--desc: 更新角色武器模型
|
||
--@characterId: 角色id
|
||
--==============================--
|
||
function XUiPanelRoleModel:UpdateCharacterWeaponModels(
|
||
characterId,
|
||
modelName,
|
||
weaponCb,
|
||
hideEffect,
|
||
equipTemplateId,
|
||
weaponFashionId,
|
||
isShowDefaultWeapon,
|
||
equipUsage)
|
||
local equipModelIdList = {}
|
||
|
||
if equipTemplateId then
|
||
local equip = { TemplateId = equipTemplateId }
|
||
equipModelIdList = XDataCenter.EquipManager.GetEquipModelIdListByEquipData(equip, weaponFashionId)
|
||
else
|
||
equipModelIdList = XDataCenter.EquipManager.GetEquipModelIdListByCharacterId(characterId, isShowDefaultWeapon, weaponFashionId)
|
||
end
|
||
|
||
if not equipModelIdList or not next(equipModelIdList) then
|
||
return
|
||
end
|
||
|
||
if not modelName then
|
||
modelName = self:GetModelName(characterId)
|
||
end
|
||
|
||
local roleModel = self.RoleModelPool[modelName]
|
||
if not roleModel then
|
||
return
|
||
end
|
||
|
||
local weaponModelList = {}
|
||
local tempWeaponCb = function(weaponModel)
|
||
weaponModelList[#weaponModelList + 1] = weaponModel
|
||
if weaponCb then
|
||
weaponCb(weaponModel)
|
||
end
|
||
end
|
||
|
||
XModelManager.LoadRoleWeaponModel(
|
||
roleModel.Model,
|
||
equipModelIdList,
|
||
self.RefName,
|
||
tempWeaponCb,
|
||
hideEffect,
|
||
self.GameObject,
|
||
modelName,
|
||
equipUsage
|
||
)
|
||
|
||
self:WeaponAnimationSync(weaponModelList, modelName)
|
||
end
|
||
|
||
--==============================--
|
||
--desc: 查看其他玩家角色信息时,更新角色武器模型
|
||
--==============================--
|
||
function XUiPanelRoleModel:UpdateCharacterWeaponModelsOther(
|
||
characterId,
|
||
equip,
|
||
weaponFashionId,
|
||
modelName,
|
||
weaponCb,
|
||
hideEffect)
|
||
local equipModelIdList = {}
|
||
if weaponFashionId and weaponFashionId ~= 0 then
|
||
equipModelIdList = XDataCenter.EquipManager.GetEquipModelIdListByEquipData(equip, weaponFashionId)
|
||
else
|
||
equipModelIdList = XDataCenter.EquipManager.GetEquipModelIdListByEquipData(equip)
|
||
end
|
||
|
||
if not equipModelIdList or not next(equipModelIdList) then
|
||
return
|
||
end
|
||
|
||
if not modelName then
|
||
modelName = self:GetModelName(characterId)
|
||
end
|
||
|
||
local roleModel = self.RoleModelPool[modelName]
|
||
if not roleModel then
|
||
return
|
||
end
|
||
XModelManager.LoadRoleWeaponModel(
|
||
roleModel.Model,
|
||
equipModelIdList,
|
||
self.RefName,
|
||
weaponCb,
|
||
hideEffect,
|
||
self.GameObject,
|
||
modelName
|
||
)
|
||
end
|
||
|
||
---=================================================
|
||
--- 在当前播放中的动画播放完后执行回调
|
||
--- 如果动画被打断或是停止都会调用回调
|
||
---@overload fun(callBack:function)
|
||
---@param callBack function
|
||
---=================================================
|
||
local CheckAnimeFinish = function(animator, behaviour, animaName, callBack, layer)
|
||
local animatorInfo = animator:GetCurrentAnimatorStateInfo(layer)
|
||
if (animatorInfo:IsName(animaName) and animatorInfo.normalizedTime >= 1) or not animatorInfo:IsName(animaName) then --normalizedTime的值为0~1,0为开始,1为结束。
|
||
if callBack then
|
||
callBack()
|
||
end
|
||
behaviour.enabled = false
|
||
end
|
||
end
|
||
|
||
local AddPlayingAnimCallBack = function(obj, animator, animaName, callBack, layer)
|
||
local animatorInfo = animator:GetCurrentAnimatorStateInfo(layer)
|
||
|
||
if not animatorInfo:IsName(animaName) or animatorInfo.normalizedTime >= 1 then --normalizedTime的值,0为开始,大于1为结束。
|
||
return
|
||
end
|
||
|
||
local behaviour = obj.Transform:GetComponent(typeof(CS.XLuaBehaviour))
|
||
if not behaviour then
|
||
behaviour = obj.GameObject:AddComponent(typeof(CS.XLuaBehaviour))
|
||
else
|
||
behaviour.enabled = true
|
||
end
|
||
|
||
behaviour.LuaUpdate = function()
|
||
CheckAnimeFinish(animator, behaviour, animaName, callBack, layer)
|
||
end
|
||
end
|
||
---=================================================
|
||
--- 播放'AnimaName'动画,‘fromBegin’决定动画是否需要调整到从0开始播放,默认值为false
|
||
---@overload fun(AnimaName:string)
|
||
---@param AnimaName string
|
||
---@param fromBegin boolean
|
||
---@param callBack function 成功之后的回调
|
||
---@param errorCb function 失败之后的回调
|
||
---@param layer number 状态机层级
|
||
---=================================================
|
||
function XUiPanelRoleModel:PlayAnima(AnimaName, fromBegin, callBack, errorCb, layer)
|
||
local animatorlaye = layer or 0
|
||
local IsCanPlay, animator = self:CheckAnimaCanPlay(AnimaName)
|
||
local delay = 1
|
||
|
||
if IsCanPlay and animator then
|
||
if fromBegin then
|
||
animator:Play(AnimaName, animatorlaye, 0)
|
||
else
|
||
animator:Play(AnimaName, animatorlaye)
|
||
end
|
||
|
||
local isLoadWeapon = self:PlayWeaponAnima(AnimaName, animator, delay, callBack, animatorlaye)
|
||
|
||
if callBack and not isLoadWeapon then
|
||
XScheduleManager.ScheduleOnce(function()
|
||
AddPlayingAnimCallBack(self, animator, AnimaName, callBack, animatorlaye)
|
||
end, delay)
|
||
end
|
||
else
|
||
if errorCb then
|
||
errorCb()
|
||
end
|
||
end
|
||
return IsCanPlay
|
||
end
|
||
|
||
---=================================================
|
||
--- 播放'AnimaName'动画,‘fromBegin’决定动画是否需要调整到从0开始播放,默认值为false
|
||
---@overload fun(AnimaName:string)
|
||
---@param AnimaName string
|
||
---@param fromBegin boolean
|
||
---@param callBack function 成功之后的回调
|
||
---@param errorCb function 失败之后的回调
|
||
---@param layer number 状态机层级
|
||
---=================================================
|
||
function XUiPanelRoleModel:PlayAnimaCross(AnimaName, fromBegin, callBack, errorCb, layer)
|
||
local animatorlaye = layer or 0
|
||
local IsCanPlay, animator = self:CheckAnimaCanPlay(AnimaName)
|
||
|
||
if IsCanPlay and animator then
|
||
local delay = 0.25
|
||
|
||
if fromBegin then
|
||
--animator:Play(AnimaName, animatorlaye, 0)
|
||
animator:CrossFadeInFixedTime(AnimaName, delay, animatorlaye, 0)
|
||
else
|
||
animator:CrossFadeInFixedTime(AnimaName, delay, animatorlaye)
|
||
--animator:Play(AnimaName, animatorlaye)
|
||
end
|
||
|
||
local isLoadWeapon = self:PlayWeaponAnima(AnimaName, animator, delay * 1000 + 1, callBack, animatorlaye)
|
||
|
||
if callBack and not isLoadWeapon then
|
||
XScheduleManager.ScheduleOnce(function()
|
||
AddPlayingAnimCallBack(self, animator, AnimaName, callBack, animatorlaye)
|
||
end, delay * 1000 + 1)
|
||
end
|
||
else
|
||
if errorCb then
|
||
errorCb()
|
||
end
|
||
end
|
||
return IsCanPlay
|
||
end
|
||
|
||
function XUiPanelRoleModel:PlayWeaponAnima(actionId, animator, delay, callBack, animatorLayer)
|
||
local weaponModelList = self.StandAnimaShowWeaponList
|
||
local isStandAnimaShowWeapon = self.IsStandAnimaShowWeapon
|
||
local newCallBack = function()
|
||
for i = 1, #weaponModelList do
|
||
weaponModelList[i].gameObject:SetActiveEx(isStandAnimaShowWeapon)
|
||
end
|
||
|
||
if callBack then
|
||
callBack()
|
||
end
|
||
end
|
||
|
||
if not isStandAnimaShowWeapon then
|
||
weaponModelList = self:LoadWeaponModelWhenPlayAnima(actionId)
|
||
|
||
if weaponModelList then
|
||
XScheduleManager.ScheduleOnce(function()
|
||
for i = 1, #weaponModelList do
|
||
weaponModelList[i].gameObject:SetActiveEx(true)
|
||
end
|
||
AddPlayingAnimCallBack(self, animator, actionId, newCallBack, animatorLayer)
|
||
end, delay)
|
||
|
||
return true
|
||
end
|
||
|
||
return false
|
||
end
|
||
|
||
if not self:CheckHasLoadEquipWhenPlayAnima(actionId) and isStandAnimaShowWeapon then
|
||
XScheduleManager.ScheduleOnce(function()
|
||
for i = 1, #self.StandAnimaShowWeaponList do
|
||
self.StandAnimaShowWeaponList[i].gameObject:SetActiveEx(false)
|
||
end
|
||
AddPlayingAnimCallBack(self, animator, actionId, newCallBack, animatorLayer)
|
||
end, delay)
|
||
|
||
return true
|
||
end
|
||
|
||
return false
|
||
end
|
||
|
||
function XUiPanelRoleModel:CheckHasLoadEquipWhenPlayAnima(actionId)
|
||
local modelName = self.CurRoleName
|
||
|
||
if not modelName then
|
||
return false
|
||
end
|
||
|
||
local characterId = self.RoleModelPool[modelName].CharacterId
|
||
|
||
if not characterId then
|
||
return false
|
||
end
|
||
|
||
local fashionId = self.NowFashionId or XDataCenter.CharacterManager.GetShowFashionId(characterId)
|
||
|
||
if not fashionId then
|
||
return false
|
||
end
|
||
|
||
return XDataCenter.EquipManager.CheckHasLoadEquipBySignboard(characterId, fashionId, actionId)
|
||
end
|
||
|
||
function XUiPanelRoleModel:LoadWeaponModelWhenPlayAnima(actionId)
|
||
local modelName = self.CurRoleName
|
||
|
||
if not modelName then
|
||
return
|
||
end
|
||
|
||
local characterId = self.RoleModelPool[modelName].CharacterId
|
||
|
||
if not characterId then
|
||
return
|
||
end
|
||
|
||
local weaponFashionId = XDataCenter.WeaponFashionManager.GetCharacterWearingWeaponFashionId(characterId)
|
||
local roleModel = self.RoleModelPool[modelName].Model
|
||
local equipModelIdList = {}
|
||
local equipUsage = nil
|
||
local weaponModelList = {}
|
||
local weaponCb = function(model)
|
||
weaponModelList[#weaponModelList + 1] = model
|
||
end
|
||
|
||
equipModelIdList = XDataCenter.EquipManager.GetEquipModelIdListByCharacterId(characterId, false, weaponFashionId)
|
||
equipUsage = XDataCenter.EquipManager.GetEquipAnimControllerBySignboard(characterId, self.NowFashionId, actionId)
|
||
--equipUsage = 1
|
||
|
||
if not equipModelIdList or not next(equipModelIdList) or not roleModel or not equipUsage then
|
||
return
|
||
end
|
||
|
||
XModelManager.LoadRoleWeaponModel(roleModel, equipModelIdList, self.RefName, weaponCb, false, self.GameObject, modelName, equipUsage)
|
||
|
||
return weaponModelList
|
||
end
|
||
|
||
---=================================================
|
||
--- 播放身体动画(状态机层级0)
|
||
---@overload fun(AnimaName:string)
|
||
---@param AnimaName string
|
||
---@param fromBegin boolean
|
||
---@param callBack function 成功之后的回调
|
||
---@param errorCb function 失败之后的回调
|
||
---=================================================
|
||
function XUiPanelRoleModel:PlayBodyAnima(AnimaName, fromBegin, callBack, errorCb)
|
||
self:PlayAnima(AnimaName, fromBegin, callBack, errorCb, AnimeLayer.Body)
|
||
end
|
||
|
||
---=================================================
|
||
--- 播放表情动画(状态机层级1)
|
||
---@overload fun(AnimaName:string)
|
||
---@param AnimaName string
|
||
---@param fromBegin boolean
|
||
---@param callBack function 成功之后的回调
|
||
---@param errorCb function 失败之后的回调
|
||
---=================================================
|
||
function XUiPanelRoleModel:PlayFaceAnima(AnimaName, fromBegin, callBack, errorCb)
|
||
self:PlayAnima(AnimaName, fromBegin, callBack, errorCb, AnimeLayer.Face)
|
||
end
|
||
---=================================================
|
||
--- 检查'AnimaName'动画,是否能够播放
|
||
---@overload fun(AnimaName:string)
|
||
---@param AnimaName string
|
||
---=================================================
|
||
function XUiPanelRoleModel:CheckAnimaCanPlay(AnimaName)
|
||
local IsCanPlay = false
|
||
local animator
|
||
if self.CurRoleName and self.RoleModelPool[self.CurRoleName] and self.RoleModelPool[self.CurRoleName].Model then
|
||
animator = self.RoleModelPool[self.CurRoleName].Model:GetComponent("Animator")
|
||
if XModelManager.CheckAnimatorAction(animator, AnimaName) then
|
||
IsCanPlay = true
|
||
end
|
||
end
|
||
return IsCanPlay, animator
|
||
end
|
||
|
||
---=================================================
|
||
--- 无参数时,结束播放当前动画,恢复成站立动画
|
||
---
|
||
--- 有参数时,只有当前动画为'oriAnima',才结束播放动画
|
||
---@overload fun()
|
||
---@param oriAnima string
|
||
---=================================================
|
||
function XUiPanelRoleModel:StopAnima(oriAnima, force)
|
||
|
||
local animator = self.RoleModelPool[self.CurRoleName].Model:GetComponent("Animator")
|
||
local clips = animator:GetCurrentAnimatorClipInfo(0)
|
||
local clip
|
||
if clips and clips.Length > 0 then
|
||
clip = clips[0].clip
|
||
end
|
||
|
||
|
||
-- 是否需要播放动作打断特效
|
||
if self.PlayEffectFunc then
|
||
self.PlayEffectFunc()
|
||
end
|
||
|
||
if force and clip or oriAnima == nil or (clip and clip.name == oriAnima) then
|
||
-- 停止UI特效
|
||
self.CurrentAnimationName = nil
|
||
local model = self.RoleModelPool[self.CurRoleName]
|
||
self:SetCurrentUiEffectActive(model.UiEffect, false)
|
||
self:SetCurrentUiEffectActive(model.UiEquipEffect, false)
|
||
animator:Play(clip.name, 0, 0.999)
|
||
end
|
||
end
|
||
|
||
---@return UnityEngine.Animator
|
||
function XUiPanelRoleModel:GetAnimator()
|
||
local model = self.RoleModelPool[self.CurRoleName]
|
||
if not model then
|
||
return nil
|
||
end
|
||
if not XTool.UObjIsNil(model.Model) then
|
||
return model.Model:GetComponent("Animator")
|
||
else
|
||
return nil
|
||
end
|
||
end
|
||
|
||
function XUiPanelRoleModel:GetComponent(componentType)
|
||
if self.RoleModelPool[self.CurRoleName] then
|
||
return self.RoleModelPool[self.CurRoleName].Model:GetComponent(componentType)
|
||
else
|
||
return nil
|
||
end
|
||
end
|
||
|
||
function XUiPanelRoleModel:ShowRoleModel()
|
||
if not XTool.UObjIsNil(self.GameObject) then
|
||
self.GameObject:SetActiveEx(true)
|
||
end
|
||
end
|
||
|
||
function XUiPanelRoleModel:HideRoleModel()
|
||
if not XTool.UObjIsNil(self.GameObject) then
|
||
self.GameObject:SetActiveEx(false)
|
||
end
|
||
end
|
||
|
||
function XUiPanelRoleModel:SetModelZeroPos()
|
||
local model = self.RoleModelPool[self.CurRoleName].Model
|
||
if not model then return end
|
||
|
||
model.transform.localPosition = CS.UnityEngine.Vector3.zero
|
||
end
|
||
|
||
--- 获取正在播放动画名
|
||
---@param layerIndex number 状态机层级
|
||
---@return string
|
||
--------------------------
|
||
function XUiPanelRoleModel:GetPlayingStateName(layerIndex)
|
||
local animator = self:GetAnimator()
|
||
if XTool.UObjIsNil(animator) then
|
||
return
|
||
end
|
||
|
||
if XTool.UObjIsNil(animator.runtimeAnimatorController) then
|
||
return
|
||
end
|
||
|
||
local actionId
|
||
local clips = animator.runtimeAnimatorController.animationClips
|
||
local info = animator:GetCurrentAnimatorStateInfo(layerIndex)
|
||
for i = 0, clips.Length - 1 do
|
||
local clip = clips[i]
|
||
if info:IsName(clip.name) then
|
||
actionId = clip.name
|
||
break
|
||
end
|
||
end
|
||
return actionId
|
||
end
|
||
|
||
--==============================--
|
||
--desc: 更新角色解放特效
|
||
--@characterId: 角色id
|
||
--==============================--
|
||
function XUiPanelRoleModel:UpdateCharacterLiberationLevelEffect(
|
||
modelName,
|
||
characterId,
|
||
growUpLevel,
|
||
fashionId,
|
||
showDefaultFx)
|
||
local modelInfo
|
||
local isSpecialModel, _ = XModelManager.CheckModelIsSpecial(modelName)
|
||
if isSpecialModel then
|
||
if self.NewPanel then
|
||
modelName = XModelManager.GetMinorModelId(modelName)
|
||
modelInfo = modelName and self.NewPanel.RoleModelPool[modelName]
|
||
else
|
||
modelName = XModelManager.GetSpecialModelId(modelName)
|
||
modelInfo = self.RoleModelPool[modelName]
|
||
end
|
||
else
|
||
modelInfo = self.RoleModelPool[modelName]
|
||
end
|
||
local model = modelInfo and modelInfo.Model
|
||
if not model then
|
||
return
|
||
end
|
||
|
||
local liberationFx = modelInfo.LiberationFx
|
||
|
||
local character = XDataCenter.CharacterManager.GetCharacter(characterId)
|
||
local rootName, fxPath, aureoleId
|
||
if showDefaultFx then
|
||
--通过解放等级获取默认解放特效配置
|
||
rootName, fxPath = XDataCenter.CharacterManager.GetCharLiberationLevelEffectRootAndPath(characterId, growUpLevel)
|
||
else
|
||
-- 1.如果没有通过超解自定义手环
|
||
--通过角色Id获取时装对应解放特效配置
|
||
rootName, fxPath = XDataCenter.CharacterManager.GetCharFashionLiberationEffectRootAndPath(characterId, growUpLevel, fashionId)
|
||
aureoleId = character and XFashionConfigs.GetFashionCfgById(fashionId or character.FashionId).AureoleId
|
||
fxPath = XFashionConfigs.GetAureoleEffectPathById(aureoleId)
|
||
-- 2.如果有自定义手环
|
||
local currLiberateAureoleId = character and character.LiberateAureoleId
|
||
if XTool.IsNumberValid(currLiberateAureoleId) then
|
||
fxPath = XFashionConfigs.GetAureoleEffectPathById(currLiberateAureoleId)
|
||
liberationFx = nil -- 销毁替换之前的 刷新终解环
|
||
end
|
||
end
|
||
if not rootName or not fxPath then
|
||
if liberationFx then
|
||
liberationFx:SetActiveEx(false)
|
||
end
|
||
return
|
||
end
|
||
|
||
if not liberationFx then
|
||
local rootTransform = model.transform:FindTransform(rootName)
|
||
if XTool.UObjIsNil(rootTransform) then
|
||
XLog.Error(
|
||
"XUiPanelRoleModel:UpdateCharacterLiberationLevelEffect Error:can Not find rootTransform in this model, rootName is:" ..
|
||
rootName
|
||
)
|
||
return
|
||
end
|
||
modelInfo.LiberationFx = rootTransform.gameObject:LoadPrefab(fxPath, false)
|
||
modelInfo.AureoleId = aureoleId
|
||
-- self:FixAurolePos(modelInfo.LiberationFx, characterId, modelInfo)
|
||
else
|
||
liberationFx:SetActiveEx(true)
|
||
end
|
||
end
|
||
|
||
-- 给外部切换终解特效的接口
|
||
function XUiPanelRoleModel:SetLiberationEffect(modelName, rootName, aureoleId, characterId)
|
||
if not aureoleId then
|
||
return
|
||
end
|
||
|
||
local modelInfo
|
||
local isSpecialModel, _ = XModelManager.CheckModelIsSpecial(modelName)
|
||
if isSpecialModel then
|
||
if self.NewPanel then
|
||
modelName = XModelManager.GetMinorModelId(modelName)
|
||
modelInfo = modelName and self.NewPanel.RoleModelPool[modelName]
|
||
else
|
||
modelName = XModelManager.GetSpecialModelId(modelName)
|
||
modelInfo = self.RoleModelPool[modelName]
|
||
end
|
||
else
|
||
modelInfo = self.RoleModelPool[modelName]
|
||
end
|
||
local model = modelInfo and modelInfo.Model
|
||
local rootTransform = model.transform:FindTransform(rootName)
|
||
|
||
local effectPath = XFashionConfigs.GetAureoleEffectPathById(aureoleId)
|
||
modelInfo.LiberationFx = rootTransform.gameObject:LoadPrefab(effectPath, false)
|
||
if modelInfo.LiberationFx then
|
||
modelInfo.LiberationFx:SetActiveEx(true)
|
||
modelInfo.AureoleId = aureoleId
|
||
-- self:FixAurolePos(modelInfo.LiberationFx, characterId, modelInfo)
|
||
end
|
||
end
|
||
|
||
-- 由于2.0版本 新增同一角色可佩戴不同角色的手环,需要进行位置修正
|
||
function XUiPanelRoleModel:FixAurolePos(auroeTrans, characterId, modelInfo)
|
||
local defaultFashionId = XCharacterConfigs.GetCharacterTemplate(characterId).DefaultNpcFashtionId
|
||
local aureoleId = XFashionConfigs.GetAllConfigs(XFashionConfigs.TableKey.Fashion)[defaultFashionId].AureoleId
|
||
local aureoleConfig = aureoleId and XFashionConfigs.GetAllConfigs(XFashionConfigs.TableKey.FashionAureole)[aureoleId]
|
||
|
||
local tempEffectGo = nil
|
||
local resource = nil
|
||
if modelInfo.TempEffectGo then
|
||
tempEffectGo = modelInfo.TempEffectGo
|
||
else
|
||
resource = CS.XResourceManager.Load(aureoleConfig.EffectPath)
|
||
tempEffectGo = CS.UnityEngine.Object.Instantiate(resource.Asset, auroeTrans.transform.parent)
|
||
end
|
||
local tempTrans = tempEffectGo.transform:GetChild(0)
|
||
|
||
-- 第一子物体同步
|
||
local targetFixTrans = auroeTrans.transform:GetChild(0)
|
||
local tempGoPostition = tempTrans.localPosition
|
||
local tempGoRotation = tempTrans.localEulerAngles
|
||
local targetPos = CS.UnityEngine.Vector3(tempGoPostition.x, tempGoPostition.y, 0)
|
||
local targetRotation = CS.UnityEngine.Vector3(tempGoRotation.x, tempGoRotation.y, tempGoRotation.z)
|
||
targetFixTrans.localPosition = targetPos
|
||
targetFixTrans.localEulerAngles = targetRotation
|
||
|
||
tempEffectGo:SetActiveEx(false)
|
||
tempEffectGo.name = "TempAuroe"
|
||
modelInfo.TempEffectGo = tempEffectGo
|
||
|
||
if resource then
|
||
CS.XResourceManager.Unload(resource)
|
||
end
|
||
end
|
||
|
||
---=================================================
|
||
--- 材质控制器相关特效需要跟模型绑定
|
||
---@param effect UnityEngine.GameObject
|
||
---=================================================
|
||
function XUiPanelRoleModel:BindEffect(effect)
|
||
if XTool.UObjIsNil(effect) then
|
||
return
|
||
end
|
||
if self.CurRoleName and self.RoleModelPool[self.CurRoleName] and self.RoleModelPool[self.CurRoleName].RenderingProxy then
|
||
self.RoleModelPool[self.CurRoleName].RenderingProxy:BindEffect(effect)
|
||
effect.gameObject:SetActiveEx(false)
|
||
effect.gameObject:SetActiveEx(true)
|
||
end
|
||
end
|
||
|
||
function XUiPanelRoleModel:BindEffectByModel(model)
|
||
if model.UiEffect then
|
||
for i = 1, #model.UiEffect do
|
||
self:BindEffect(model.UiEffect[i])
|
||
end
|
||
end
|
||
|
||
if model.UiEquipEffect then
|
||
for i = 1, #model.UiEquipEffect do
|
||
self:BindEffect(model.UiEquipEffect[i])
|
||
end
|
||
end
|
||
|
||
end
|
||
|
||
---=================================================
|
||
--- 设置LoadEffect接口最大加载特效数量,默认最大是1
|
||
---=================================================
|
||
function XUiPanelRoleModel:SetEffectMaxCount(value)
|
||
self.EffectMaxCount = value
|
||
end
|
||
|
||
---=================================================
|
||
--- 加载特效,可支持多次加载特效,需要提前设置EffectMaxCount
|
||
---@param effectPath string 特效路径
|
||
---@param isBindEffect boolean 材质控制器相关特效和模型绑定
|
||
---=================================================
|
||
function XUiPanelRoleModel:LoopLoadEffect(effectPath, isBindEffect)
|
||
if not effectPath then
|
||
return
|
||
end
|
||
if isBindEffect == nil then
|
||
isBindEffect = false
|
||
end
|
||
if self.EffectMaxCount == nil then
|
||
self.EffectMaxCount = 1
|
||
end
|
||
if self.EffectingIndex == nil then
|
||
self.EffectingIndex = 0
|
||
end
|
||
|
||
local effectParentKey = self.EffectingIndex % self.EffectMaxCount
|
||
self:LoadEffect(effectPath, effectParentKey, isBindEffect, false)
|
||
self.EffectingIndex = self.EffectingIndex + 1
|
||
end
|
||
|
||
local CreateEffectParentName = function(name)
|
||
return name and string.format("Customize_%s", name) or "Default_EffectParent"
|
||
end
|
||
|
||
---=================================================
|
||
---根据PartnerUiEffect加载辅助机特效
|
||
---@param modelName string 辅助机模型名字(来自【PartnerModel.tab】StandbyModel/CombatModel字段)
|
||
---@param effectParentName string 生成一个前缀Customize_+ effectParentName的节点,特效将挂载在其下。(XPartnerConfigs.EffectParentName枚举)
|
||
---@param isBindEffect boolean|nil 材质控制器相关特效和模型绑定
|
||
---@param isDisableOldEffect boolean|nil 为true时UnActive指定节点名下挂载的特效
|
||
---@param isUseModelParent boolean|nil 为true时该特效节点挂载在模型下
|
||
---=================================================
|
||
function XUiPanelRoleModel:LoadPartnerUiEffect(modelName, effectParentName, isBindEffect, isDisableOldEffect, isUseModelParent)
|
||
if isDisableOldEffect then
|
||
self:HideEffectByParentName(effectParentName)
|
||
end
|
||
|
||
if not modelName then
|
||
return
|
||
end
|
||
|
||
if isBindEffect == nil then
|
||
isBindEffect = false
|
||
end
|
||
|
||
self.EffectParentDic = self.EffectParentDic or {}
|
||
self.EffectDic = self.EffectDic or {}
|
||
|
||
local parentName = CreateEffectParentName(effectParentName)
|
||
|
||
if isUseModelParent then
|
||
parentName = modelName .. parentName
|
||
end
|
||
|
||
local effectInfo = XDataCenter.PartnerManager.GetPartnerUiEffect(modelName, effectParentName)
|
||
local curModelInfo = self:GetModelInfoByName(self.CurRoleName)
|
||
local effectParent = self.EffectParentDic[parentName]
|
||
|
||
if not effectInfo then
|
||
return
|
||
end
|
||
|
||
if not curModelInfo or XTool.UObjIsNil(curModelInfo.Model) then
|
||
XLog.Error("获取模型失败!请检查模型是否加载成功!")
|
||
return
|
||
end
|
||
|
||
if effectInfo.BoneRootName then
|
||
local node = curModelInfo.Model.transform:FindTransform(effectInfo.BoneRootName)
|
||
|
||
if XTool.UObjIsNil(node) then
|
||
XLog.Error("找不到同名骨骼!骨骼名:" .. effectInfo.BoneRootName)
|
||
return
|
||
end
|
||
|
||
effectParent = node:FindTransform(parentName)
|
||
|
||
if XTool.UObjIsNil(effectParent) then
|
||
effectParent = CS.UnityEngine.GameObject(tostring(parentName))
|
||
effectParent.transform:SetParent(node, false)
|
||
end
|
||
else
|
||
if not effectParent or XTool.UObjIsNil(effectParent) then
|
||
local parentTransform = nil
|
||
|
||
if isUseModelParent or effectParentName == XPartnerConfigs.EffectParentName.ModelLoopEffect then
|
||
parentTransform = curModelInfo.Model.transform
|
||
else
|
||
parentTransform = self.Transform
|
||
end
|
||
|
||
effectParent = CS.UnityEngine.GameObject(tostring(parentName))
|
||
effectParent.transform:SetParent(parentTransform, false)
|
||
self.EffectParentDic[parentName] = effectParent
|
||
end
|
||
end
|
||
|
||
for i, effectPath in pairs(effectInfo.EffectPath) do
|
||
local effectNode = effectParent.transform:FindTransform(effectParentName .. i)
|
||
local effect = nil
|
||
|
||
if not effectNode or XTool.UObjIsNil(effectNode) then
|
||
effectNode = CS.UnityEngine.GameObject(effectParentName .. i)
|
||
effectNode.transform:SetParent(effectParent.transform, false)
|
||
end
|
||
|
||
effect = effectNode:LoadPrefab(effectPath)
|
||
self.EffectDic[parentName] = self.EffectDic[parentName] or {}
|
||
self.EffectDic[parentName][effectPath] = effect
|
||
|
||
if effect == nil or XTool.UObjIsNil(effect) then
|
||
XLog.Error("加载的特效为空! 路径:" .. effectPath)
|
||
return
|
||
end
|
||
|
||
if isBindEffect then
|
||
self:BindEffect(effect)
|
||
end
|
||
|
||
effectNode.gameObject:SetActiveEx(false)
|
||
effectNode.gameObject:SetActiveEx(true)
|
||
end
|
||
end
|
||
|
||
---=================================================
|
||
---生成指定名称的父节点并在其下加载特效
|
||
---@param effectPath string 特效路径
|
||
---@param effectParentName any 生成一个前缀Customize_+ effectParentName的节点,特效将挂载在其下。不指定时默认生成一个Default_EffectParent节点供挂载
|
||
---@param isBindEffect boolean|nil 材质控制器相关特效和模型绑定
|
||
---@param isDisableOldEffect boolean|nil 为true时UnActive指定节点名下挂载的特效
|
||
---@param isUseModelParent boolean|nil 为true时该特效节点挂载在模型下
|
||
---=================================================
|
||
function XUiPanelRoleModel:LoadEffect(effectPath, effectParentName, isBindEffect, isDisableOldEffect, isUseModelParent)
|
||
if isDisableOldEffect then
|
||
self:HideEffectByParentName(effectParentName)
|
||
end
|
||
|
||
if not effectPath then
|
||
return
|
||
end
|
||
if isBindEffect == nil then
|
||
isBindEffect = false
|
||
end
|
||
|
||
self.EffectParentDic = self.EffectParentDic or {}
|
||
self.EffectDic = self.EffectDic or {}
|
||
|
||
local parentName = CreateEffectParentName(effectParentName)
|
||
local effectParent = self.EffectParentDic[parentName]
|
||
|
||
if effectParent == nil then
|
||
local curModelInfo = self:GetModelInfoByName(self.CurRoleName)
|
||
local model
|
||
if curModelInfo then
|
||
model = curModelInfo.Model.transform
|
||
end
|
||
local parentTransform = isUseModelParent and model or self.Transform
|
||
effectParent = CS.UnityEngine.GameObject(tostring(parentName))
|
||
effectParent.transform:SetParent(parentTransform, false)
|
||
self.EffectParentDic[parentName] = effectParent
|
||
end
|
||
local effect = effectParent:LoadPrefab(effectPath)
|
||
|
||
self.EffectDic[parentName] = self.EffectDic[parentName] or {}
|
||
self.EffectDic[parentName][effectPath] = effect
|
||
|
||
if effect == nil or XTool.UObjIsNil(effect) then
|
||
XLog.Error(string.format("特效路径%s加载的特效为空", effectPath))
|
||
return
|
||
end
|
||
|
||
if isBindEffect then
|
||
self:BindEffect(effect)
|
||
end
|
||
|
||
effect.gameObject:SetActiveEx(false)
|
||
effect.gameObject:SetActiveEx(true)
|
||
end
|
||
|
||
---读取特效节点
|
||
function XUiPanelRoleModel:GetEffectObj(effectParentName, effectPath)
|
||
local parentName = CreateEffectParentName(effectParentName)
|
||
if XTool.IsTableEmpty(self.EffectDic) or XTool.IsTableEmpty(self.EffectDic[parentName]) then return end
|
||
return self.EffectDic[parentName][effectPath]
|
||
end
|
||
|
||
function XUiPanelRoleModel:HideEffectByParentName(effectParentName)
|
||
if self.EffectDic == nil then
|
||
return
|
||
end
|
||
local parentName = CreateEffectParentName(effectParentName)
|
||
for _, effect in pairs(self.EffectDic[parentName] or {}) do
|
||
if effect and not XTool.UObjIsNil(effect) then
|
||
effect.gameObject:SetActiveEx(false)
|
||
end
|
||
end
|
||
end
|
||
|
||
function XUiPanelRoleModel:HideAllEffects()
|
||
for _, effectGroup in pairs(self.EffectDic or {}) do
|
||
for _, effect in pairs(effectGroup or {}) do
|
||
if effect and not XTool.UObjIsNil(effect) then
|
||
effect.gameObject:SetActiveEx(false)
|
||
end
|
||
end
|
||
end
|
||
end
|
||
|
||
function XUiPanelRoleModel:GetModelInfoByName(name)
|
||
return self.RoleModelPool[name]
|
||
end
|
||
|
||
function XUiPanelRoleModel:RemoveRoleModelPool()
|
||
local modelPool = self.RoleModelPool
|
||
for _, modelInfo in pairs(modelPool or {}) do
|
||
if modelInfo.Model and modelInfo.Model:Exist() then
|
||
CS.UnityEngine.Object.Destroy(modelInfo.Model.gameObject)
|
||
end
|
||
end
|
||
self.RoleModelPool = {}
|
||
end
|
||
|
||
---=================================================
|
||
---更新Q版角色模型 参数都是复制自UpdateRobotModel
|
||
---希望以后统一通用接口,所以进行了二次封装并加上一定注解
|
||
---期待一个有缘人统一模型加载参数对象 by ljb
|
||
---@param robotId number|nil Robot.tab的robotId
|
||
---@param characterId number|nil Character.tab的characterId
|
||
---@param equipTemplateId number|nil Equip.tab的equipId
|
||
---@param weaponCb function|nil 武器模型加载后回调
|
||
---@param fashionId number|nil 模型皮肤id
|
||
---@param modelCb function|nil 武器模型加载后回调
|
||
---@param needDisplayController boolean
|
||
---@param targetPanelRole
|
||
---@param targetUiName
|
||
---=================================================
|
||
function XUiPanelRoleModel:UpdateCuteModel(robotId, characterId, weaponCb, fashionId, equipTemplateId, modelCb, needDisplayController
|
||
, targetPanelRole, targetUiName)
|
||
if not characterId then
|
||
characterId = XRobotManager.GetCharacterId(robotId)
|
||
end
|
||
local modelName = XCharacterCuteConfig.GetCuteModelModelName(characterId)
|
||
local weaponFashionId = XRobotManager.GetRobotWeaponFashionId(robotId)
|
||
self:UpdateCuteModelByModelName(characterId, fashionId, equipTemplateId, weaponFashionId, weaponCb, modelName,
|
||
modelCb, needDisplayController, targetPanelRole, targetUiName)
|
||
end
|
||
|
||
---=================================================
|
||
---更新Q版角色模型 UpdateCuteModel()的二次封装
|
||
---@param characterId number|nil
|
||
---@param fashionId number|nil
|
||
---@param equipTemplateId number|nil
|
||
---@param weaponFashionId number|nil
|
||
---@param weaponCb function|nil
|
||
---@param modelName string
|
||
---@param modelCb function|nil
|
||
---@param needDisplayController boolean
|
||
---@param targetPanelRole
|
||
---@param targetUiName
|
||
---=================================================
|
||
function XUiPanelRoleModel:UpdateCuteModelByModelName(characterId, fashionId, equipTemplateId, weaponFashionId, weaponCb, modelName
|
||
, modelCb, needDisplayController, targetPanelRole, targetUiName)
|
||
if not modelName or modelName == "" then
|
||
return
|
||
end
|
||
self:UpdateRoleModel(modelName, targetPanelRole, targetUiName, function(model)
|
||
if not self.HideWeapon and XTool.IsNumberValid(equipTemplateId) then
|
||
self:UpdateCharacterWeaponModels(
|
||
characterId,
|
||
modelName,
|
||
weaponCb,
|
||
true,
|
||
equipTemplateId,
|
||
weaponFashionId
|
||
)
|
||
end
|
||
|
||
if modelCb then
|
||
modelCb(model)
|
||
end
|
||
if self.FixLight then
|
||
CS.XGraphicManager.FixUICharacterLightDir(model.gameObject)
|
||
end
|
||
-- Q版模型禁止动画移动
|
||
self:CloseRootMotion(model)
|
||
end, nil, needDisplayController)
|
||
|
||
self:LoadCharacterCuteUiEffect(characterId)
|
||
end
|
||
|
||
-- 禁止动画根节点移动
|
||
function XUiPanelRoleModel:CloseRootMotion(model)
|
||
local animator = model:GetComponent("Animator")
|
||
animator.applyRootMotion = false
|
||
end
|
||
|
||
---=================================================
|
||
--- 播放'AnimaName'动画,融合过渡
|
||
---@overload fun(animaName:string)
|
||
---@param animaName string
|
||
---@param crossDuration number@两个动作的融合时长
|
||
---@param animatorLayer number@动画层
|
||
---=================================================
|
||
function XUiPanelRoleModel:CrossFadeAnim(animaName, crossDuration, animatorLayer)
|
||
local IsCanPlay, animator = self:CheckAnimaCanPlay(animaName)
|
||
if IsCanPlay and animator then
|
||
animator:CrossFade(animaName, crossDuration or 0.2, animatorLayer or 0)
|
||
end
|
||
return IsCanPlay
|
||
end
|
||
|
||
function XUiPanelRoleModel:GetCurRoleName()
|
||
return self.CurRoleName
|
||
end
|
||
|
||
---@param dataModel XDlcHuntModel
|
||
function XUiPanelRoleModel:UpdateDlcModel(dataModel, targetUiName, callback)
|
||
local characterId = nil
|
||
local weaponFashionId = nil
|
||
local weaponId = dataModel:GetWeaponId()
|
||
local modelName = dataModel:GetModelId()
|
||
local fashionId = nil
|
||
local targetPanelRole = nil
|
||
self:UpdateRoleModel(modelName, targetPanelRole, targetUiName, function(model)
|
||
if not weaponId then
|
||
if callback then callback() end
|
||
return
|
||
end
|
||
self:UpdateCharacterWeaponModels(characterId, modelName, callback, true, weaponId, weaponFashionId)
|
||
end, nil, nil)
|
||
self:LoadResCharacterUiEffect(characterId, fashionId, weaponFashionId)
|
||
end
|
||
|
||
-- 开启/关闭头部跟随
|
||
function XUiPanelRoleModel:SetXPostFaicalControllerActive(flag)
|
||
if not self.CurRoleName then
|
||
return
|
||
end
|
||
|
||
local curModelInfo = self:GetModelInfoByName(self.CurRoleName)
|
||
local model
|
||
if curModelInfo then
|
||
model = curModelInfo.Model.transform
|
||
end
|
||
|
||
if not model then
|
||
return
|
||
end
|
||
|
||
local targetComponent = model:GetComponent(typeof(CS.XPostFaicalController))
|
||
if not targetComponent then
|
||
return
|
||
end
|
||
|
||
targetComponent.enabled = true
|
||
targetComponent:ActiveInput(flag)
|
||
end
|
||
|
||
function XUiPanelRoleModel:SetLocalPosition(v3)
|
||
if not self.CurRoleName then
|
||
return
|
||
end
|
||
|
||
local curModelInfo = self.RoleModelPool[self.CurRoleName]
|
||
curModelInfo.Model.transform.localPosition = v3
|
||
end
|
||
|
||
function XUiPanelRoleModel:SetLocalRotation(v3)
|
||
if not self.CurRoleName then
|
||
return
|
||
end
|
||
|
||
local curModelInfo = self.RoleModelPool[self.CurRoleName]
|
||
curModelInfo.Model.transform.localEulerAngles = v3
|
||
end
|
||
|
||
function XUiPanelRoleModel:SetWorldPosition(v3)
|
||
if not self.CurRoleName then
|
||
return
|
||
end
|
||
|
||
local curModelInfo = self.RoleModelPool[self.CurRoleName]
|
||
curModelInfo.Model.transform.position = v3
|
||
end
|
||
|
||
function XUiPanelRoleModel:GetTransform()
|
||
if not self.CurRoleName then
|
||
return
|
||
end
|
||
|
||
local curModelInfo = self.RoleModelPool[self.CurRoleName]
|
||
return curModelInfo.Model.transform
|
||
end
|
||
|
||
-- 同步武器动画
|
||
function XUiPanelRoleModel:WeaponAnimationSync(weaponModelList, modelName)
|
||
if XTool.IsTableEmpty(weaponModelList) then
|
||
return
|
||
end
|
||
local isAnimReset = XEquipConfig.GetEquipAnimIsReset(modelName)
|
||
if not isAnimReset then
|
||
return
|
||
end
|
||
local roleModel = self.RoleModelPool[modelName]
|
||
if not roleModel or XTool.UObjIsNil(roleModel.Model.gameObject) then
|
||
return
|
||
end
|
||
local playRoleAnimation = roleModel.Model.gameObject:GetComponent("XPlayRoleAnimation")
|
||
if not playRoleAnimation then
|
||
return
|
||
end
|
||
local defaultAnimeName = playRoleAnimation.DefaultClip
|
||
if defaultAnimeName ~= "UiStand1" then
|
||
return
|
||
end
|
||
local defaultAnimeLength = 0
|
||
for i = 0, playRoleAnimation.Clips.Length - 1 do
|
||
local clip = playRoleAnimation.Clips[i]
|
||
if clip and clip.name == defaultAnimeName then
|
||
defaultAnimeLength = clip.length
|
||
break
|
||
end
|
||
end
|
||
playRoleAnimation:SetPlayCallback(function(leftTime)
|
||
local layerIndex = 0
|
||
for _, weaponModel in pairs(weaponModelList or {}) do
|
||
if XTool.UObjIsNil(weaponModel) then
|
||
goto CONTINUE
|
||
end
|
||
---@type UnityEngine.Animator
|
||
local weaponAnim = weaponModel:GetComponent("Animator")
|
||
if XTool.UObjIsNil(weaponAnim) or XTool.UObjIsNil(weaponAnim.runtimeAnimatorController) then
|
||
goto CONTINUE
|
||
end
|
||
local stateInfo = weaponAnim:GetCurrentAnimatorStateInfo(layerIndex)
|
||
local length = stateInfo.length
|
||
-- 角色动作时长和武器动作时长不一致时跳过武器动作重置
|
||
if length <= 0 or math.abs(defaultAnimeLength - length) > 0.05 then
|
||
goto CONTINUE
|
||
end
|
||
local time = leftTime / length
|
||
weaponAnim:Play(stateInfo.shortNameHash, layerIndex, time)
|
||
:: CONTINUE ::
|
||
end
|
||
end)
|
||
end
|
||
|
||
return XUiPanelRoleModel
|