PGRData/Script/matrix/xui/xuirpgmakergame/playmain/XUiRpgMakerGamePlayScene.lua

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local CSUnityEngineObjectInstantiate = CS.UnityEngine.Object.Instantiate
local Vector3 = CS.UnityEngine.Vector3
local CSXResourceManagerLoad = CS.XResourceManager.Load
local CSXResourceManagerLoadAsync = CS.XResourceManager.LoadAsync
local XRpgMakerGameBlock = require("XEntity/XRpgMakerGame/Object/XRpgMakerGameBlock")
local XRpgMakerGameGap = require("XEntity/XRpgMakerGame/Object/XRpgMakerGameGap")
local XRpgMakerGameCube = require("XEntity/XRpgMakerGame/Object/XRpgMakerGameCube")
local XRpgMakerGameTrap = require("XEntity/XRpgMakerGame/Object/XRpgMakerGameTrap")
local XRpgMakerGameGrassData = require("XEntity/XRpgMakerGame/Object/XRpgMakerGameGrassData")
local XUiRpgMakerGamePlayScene = XClass(nil, "XUiRpgMakerGamePlayScene")
function XUiRpgMakerGamePlayScene:LoadScene(mapId, sceneLoadCompleteCb)
self.MapId = mapId
local sceneAssetUrl = XRpgMakerGameConfigs.GetRpgMakerGamePrefab(mapId)
self.Resource = CSXResourceManagerLoadAsync(sceneAssetUrl)
CS.XTool.WaitCoroutine(self.Resource, function()
if not self.Resource or not self.Resource.Asset then
XLog.Error("XUiRpgMakerGamePlayScene LoadScene error, instantiate error, name: " .. sceneAssetUrl)
return
end
self.GameObject = CSUnityEngineObjectInstantiate(self.Resource.Asset)
self.SceneObjRoot = XUiHelper.TryGetComponent(self.GameObject.transform, "GroupBase/Objects")
self.BlockObjs = {}
self.GapObjs = {}
self.CubeObjs = {}
self.TrapObjs = {}
self.NewGrowObjs = {} --非配置生成的草圃对象字典
self.NewGrowRoundObjs = {} --非配置生成的草圃对象对应的回合数是否显示
self:Init()
if sceneLoadCompleteCb then
sceneLoadCompleteCb()
end
end)
end
function XUiRpgMakerGamePlayScene:RemoveScene()
if self.GameObject then
CS.UnityEngine.GameObject.Destroy(self.GameObject)
self.GameObject = nil
end
if self.Resource then
self.Resource:Release()
self.Resource = nil
end
end
function XUiRpgMakerGamePlayScene:DisposeMonsterPatrolLineObjs()
for _, obj in pairs(self.MonsterPatrolLineObjs) do
obj:Dispose()
end
self.MonsterPatrolLineObjs = {}
end
function XUiRpgMakerGamePlayScene:Init()
if XTool.UObjIsNil(self.GameObject) then
return
end
self:InitCamera()
local mapId = self:GetMapId()
self:InitCube(mapId)
self:InitBlock(mapId)
self:InitEntity(mapId)
self:InitGap(mapId)
self:InitEndPoint(mapId)
self:InitTriggerPoint(mapId)
self:InitElectricFence(mapId)
self:InitTrap(mapId)
self:InitPlayer(mapId)
self:InitMonster(mapId)
self:InitShadow(mapId)
self:InitTransferPoint(mapId)
end
function XUiRpgMakerGamePlayScene:InitCamera()
self.Camera = self.GameObject.transform:Find("Camera"):GetComponent("Camera")
self.PhysicsRaycaster = self.Camera.gameObject:AddComponent(typeof(CS.UnityEngine.EventSystems.PhysicsRaycaster))
end
--设置场景对象的位置,和二维坐标
--cubeX, cubeY二维坐标
function XUiRpgMakerGamePlayScene:SetObjPosition(cubeX, cubeY, obj)
local cube = self:GetCubeObj(cubeY, cubeX)
if not cube then
XLog.Error("设置场景对象的位置错误:", cubeY, cubeX, obj)
return
end
local cubePosition = cube:GetGameObjUpCenterPosition()
obj:UpdatePosition({PositionX = cubeX, PositionY = cubeY})
obj:SetGameObjectPosition(cubePosition)
end
--初始化实体
function XUiRpgMakerGamePlayScene:InitEntity(mapId)
local entityIdList = XRpgMakerGameConfigs.GetMapIdToEntityIdList(mapId)
local sceneObjRoot = self:GetSceneObjRoot()
local obj
local modelPath
local entityType
local modelKey
local x, y
local trapModelPath = XRpgMakerGameConfigs.GetRpgMakerGameModelPath(XRpgMakerGameConfigs.ModelKeyMaps.Trap)
for _, id in ipairs(entityIdList) do
--加载模型
obj = XDataCenter.RpgMakerGameManager.GetEntityObj(id)
entityType = XRpgMakerGameConfigs.GetEntityType(id)
modelKey = XRpgMakerGameConfigs.GetModelEntityKey(entityType)
modelPath = XRpgMakerGameConfigs.GetRpgMakerGameModelPath(modelKey)
obj:LoadModel(modelPath, sceneObjRoot, nil, modelKey)
--设置位置
x = XRpgMakerGameConfigs.GetEntityX(id)
y = XRpgMakerGameConfigs.GetEntityY(id)
self:SetObjPosition(x, y, obj)
--额外加载陷阱
if XRpgMakerGameConfigs.GetEntityBrokenType(id) == XRpgMakerGameConfigs.XRpgMakerGameSteelBrokenType.Trap then
local trapObj = XRpgMakerGameTrap.New()
trapObj:LoadModel(trapModelPath, sceneObjRoot, nil, XRpgMakerGameConfigs.ModelKeyMaps.Trap)
self:SetObjPosition(x, y, trapObj)
end
end
end
------------------草圃相关 begin-------------------------
--非配置的草圃生长
function XUiRpgMakerGamePlayScene:GrowGrass(x, y)
local curRoundCount = XDataCenter.RpgMakerGameManager.GetCurrentCount()
local obj = self.NewGrowObjs[x] and self.NewGrowObjs[x][y]
if obj then
obj:SetRoundState(curRoundCount, true)
obj:SetActive(true)
return
end
if not self.NewGrowObjs[x] then
self.NewGrowObjs[x] = {}
end
local modelKey = XRpgMakerGameConfigs.GetModelEntityKey(XRpgMakerGameConfigs.XRpgMakerGameEntityType.Grass)
local modelPath = XRpgMakerGameConfigs.GetRpgMakerGameModelPath(modelKey)
obj = XRpgMakerGameGrassData.New()
obj:LoadModel(modelPath, self:GetSceneObjRoot(), nil, modelKey)
obj:SetRoundState(curRoundCount, true)
obj:PlayGrowSound()
self:SetObjPosition(x, y, obj)
self.NewGrowObjs[x][y] = obj
end
--非配置的草圃燃烧
function XUiRpgMakerGamePlayScene:BurnGrass(x, y)
local curRoundCount = XDataCenter.RpgMakerGameManager.GetCurrentCount()
local obj = self.NewGrowObjs[x] and self.NewGrowObjs[x][y]
if not obj then
return
end
obj:SetRoundState(curRoundCount, false)
obj:Burn()
end
--根据回合数检查非配置的草圃是否显示,并删除指定回合数以上的数据
function XUiRpgMakerGamePlayScene:CheckGrowActive(currRound)
for _, growObjs in pairs(self.NewGrowObjs) do
for _, growObj in pairs(growObjs) do
growObj:CheckRoundState(currRound)
end
end
end
--重置所有非配置的草圃
function XUiRpgMakerGamePlayScene:ResetGrow()
for _, growObjs in pairs(self.NewGrowObjs) do
for _, growObj in pairs(growObjs) do
XUiHelper.Destroy(growObj:GetGameObject())
end
end
self.NewGrowObjs = {}
end
--获得非配置的草圃
function XUiRpgMakerGamePlayScene:GetGrass(x, y)
return self.NewGrowObjs[x] and self.NewGrowObjs[x][y]
end
------------------草圃相关 end---------------------------
--初始化传送
function XUiRpgMakerGamePlayScene:InitTransferPoint(mapId)
local transferPointIdList = XRpgMakerGameConfigs.GetMapIdToTransferPointIdList(mapId)
local sceneObjRoot = self:GetSceneObjRoot()
local obj
local modelPath
local triggerType
local modelKey
local color
local x, y
for _, id in ipairs(transferPointIdList) do
--加载模型
obj = XDataCenter.RpgMakerGameManager.GetTransferPointObj(id)
color = XRpgMakerGameConfigs.GetTransferPointColor(id)
modelKey = XRpgMakerGameConfigs.GetTransferPointLoopColorKey(color)
modelPath = XRpgMakerGameConfigs.GetRpgMakerGameModelPath(modelKey)
obj:LoadModel(modelPath, sceneObjRoot, nil, modelKey)
--设置位置
x = XRpgMakerGameConfigs.GetTransferPointX(id)
y = XRpgMakerGameConfigs.GetTransferPointY(id)
self:SetObjPosition(x, y, obj)
end
end
--初始化机关
function XUiRpgMakerGamePlayScene:InitTriggerPoint(mapId)
local triggerIdList = XRpgMakerGameConfigs.GetRpgMakerGameMapIdToTriggerIdList(mapId)
local sceneObjRoot = self:GetSceneObjRoot()
local triggerObj
local modelPath
local triggerType
local modelKey
local isElectricOpen
local x, y
for _, triggerId in ipairs(triggerIdList) do
--加载模型
triggerObj = XDataCenter.RpgMakerGameManager.GetTriggerObj(triggerId)
isElectricOpen = triggerObj:IsElectricOpen()
triggerType = XRpgMakerGameConfigs.GetRpgMakerGameTriggerType(triggerId)
modelKey = XRpgMakerGameConfigs.GetRpgMakerGameTriggerKey(triggerType, isElectricOpen)
modelPath = XRpgMakerGameConfigs.GetRpgMakerGameModelPath(modelKey)
triggerObj:LoadModel(modelPath, sceneObjRoot, nil, modelKey)
--设置位置
x = XRpgMakerGameConfigs.GetRpgMakerGameTriggerX(triggerId)
y = XRpgMakerGameConfigs.GetRpgMakerGameTriggerY(triggerId)
self:SetObjPosition(x, y, triggerObj)
triggerObj:UpdateObjTriggerStatus(true)
end
end
--初始化缝隙
function XUiRpgMakerGamePlayScene:InitGap(mapId)
local sceneGameRoot = self:GetSceneObjRoot()
local gapIdList = XRpgMakerGameConfigs.GetRpgMakerGameMapIdToGapIdList(mapId)
local x, y
local direction
local gameObj
local cube
local modelKey = XRpgMakerGameConfigs.ModelKeyMaps.Gap
local modelPath = XRpgMakerGameConfigs.GetRpgMakerGameModelPath(modelKey)
for _, gapId in ipairs(gapIdList) do
--加载模型
gameObj = XRpgMakerGameGap.New(gapId)
gameObj:LoadModel(modelPath, sceneGameRoot, nil, modelKey)
--设置位置和方向
x = XRpgMakerGameConfigs.GetRpgMakerGameGapX(gapId)
y = XRpgMakerGameConfigs.GetRpgMakerGameGapY(gapId)
self:SetObjPosition(x, y, gameObj)
direction = XRpgMakerGameConfigs.GetRpgMakerGameGapDirection(gapId)
gameObj:ChangeDirectionAction({Direction = direction})
self.GapObjs[gapId] = gameObj
end
end
--初始化电网
function XUiRpgMakerGamePlayScene:InitElectricFence(mapId)
local sceneGameRoot = self:GetSceneObjRoot()
local electricFenceIdList = XRpgMakerGameConfigs.GetRpgMakerGameMapIdToElectricFenceIdList(mapId)
local x, y
local direction
local gameObj
local modelKey = XRpgMakerGameConfigs.ModelKeyMaps.ElectricFence
local modelPath = XRpgMakerGameConfigs.GetRpgMakerGameModelPath(modelKey)
for _, electricFenceId in ipairs(electricFenceIdList) do
--加载模型
gameObj = XDataCenter.RpgMakerGameManager.GetElectricFenceObj(electricFenceId)
gameObj:LoadModel(modelPath, sceneGameRoot, nil, modelKey)
--设置位置和方向
x = XRpgMakerGameConfigs.GetRpgMakerGameElectricFenceX(electricFenceId)
y = XRpgMakerGameConfigs.GetRpgMakerGameElectricFenceY(electricFenceId)
self:SetObjPosition(x, y, gameObj)
direction = XRpgMakerGameConfigs.GetRpgMakerGameElectricDirection(electricFenceId)
gameObj:ChangeDirectionAction({Direction = direction})
end
end
--初始化影子
function XUiRpgMakerGamePlayScene:InitShadow(mapId)
local sceneObjRoot = self:GetSceneObjRoot()
local shadowIdList = XRpgMakerGameConfigs.GetRpgMakerGameMapIdToShadowIdList(mapId)
local shadowObj
local x, y
local direction
local playerObj = XDataCenter.RpgMakerGameManager.GetPlayerObj()
local roleId = playerObj:GetId()
local modelName = XRpgMakerGameConfigs.GetRpgMakerGameRoleModelAssetPath(roleId)
local modelKey = XRpgMakerGameConfigs.ModelKeyMaps.ShadowEffect
for _, shadowId in ipairs(shadowIdList) do
--加载模型
shadowObj = XDataCenter.RpgMakerGameManager.GetShadowObj(shadowId)
shadowObj:LoadModel(nil, sceneObjRoot, modelName, modelKey)
--设置位置和方向
x = XRpgMakerGameConfigs.GetRpgMakerGameShadowX(shadowId)
y = XRpgMakerGameConfigs.GetRpgMakerGameShadowY(shadowId)
self:SetObjPosition(x, y, shadowObj)
direction = XRpgMakerGameConfigs.GetRpgMakerGameShadowDirection(shadowId)
shadowObj:ChangeDirectionAction({Direction = direction})
end
end
--初始化陷阱
function XUiRpgMakerGamePlayScene:InitTrap(mapId)
local trapIdList = XRpgMakerGameConfigs.GetRpgMakerGameMapIdToTrapIdList(mapId)
local x, y
local obj
local sceneObjRoot = self:GetSceneObjRoot()
local modelKey = XRpgMakerGameConfigs.ModelKeyMaps.Trap
local modelPath = XRpgMakerGameConfigs.GetRpgMakerGameModelPath(modelKey)
for _, trapId in ipairs(trapIdList) do
--加载模型
obj = XRpgMakerGameTrap.New(trapId)
obj:LoadModel(modelPath, sceneObjRoot, nil, modelKey)
self.TrapObjs[trapId] = obj
--设置位置
x = XRpgMakerGameConfigs.GetRpgMakerGameTrapX(trapId)
y = XRpgMakerGameConfigs.GetRpgMakerGameTrapY(trapId)
self:SetObjPosition(x, y, obj)
end
end
--初始化终点
function XUiRpgMakerGamePlayScene:InitEndPoint(mapId)
--加载模型
local endPointObj = XDataCenter.RpgMakerGameManager.GetEndPointObj()
local sceneObjRoot = self:GetSceneObjRoot()
local modelKey = endPointObj:IsOpen() and XRpgMakerGameConfigs.ModelKeyMaps.GoldOpen or XRpgMakerGameConfigs.ModelKeyMaps.GoldClose
local modelPath = XRpgMakerGameConfigs.GetRpgMakerGameModelPath(modelKey)
endPointObj:LoadModel(modelPath, sceneObjRoot, nil, modelKey)
--设置位置
local endPointId = endPointObj:GetId()
local x = XRpgMakerGameConfigs.GetRpgMakerGameEndPointX(endPointId)
local y = XRpgMakerGameConfigs.GetRpgMakerGameEndPointY(endPointId)
self:SetObjPosition(x, y, endPointObj)
end
function XUiRpgMakerGamePlayScene:InitMonster(mapId)
local monsterIdList = XRpgMakerGameConfigs.GetRpgMakerGameMapIdToMonsterIdList(mapId)
local sceneObjRoot = self:GetSceneObjRoot()
local monsterObj
local modelName
local x, y
local direction
local skillType
for _, monsterId in ipairs(monsterIdList) do
--加载模型
monsterObj = XDataCenter.RpgMakerGameManager.GetMonsterObj(monsterId)
modelName = XRpgMakerGameConfigs.GetRpgMakerGameMonsterPrefab(monsterId)
monsterObj:LoadModel(nil, sceneObjRoot, modelName)
monsterObj:CheckLoadTriggerEndEffect()
--设置位置和方向
x = XRpgMakerGameConfigs.GetRpgMakerGameMonsterX(monsterId)
y = XRpgMakerGameConfigs.GetRpgMakerGameMonsterY(monsterId)
self:SetObjPosition(x, y, monsterObj)
direction = XRpgMakerGameConfigs.GetRpgMakerGameMonsterDirection(monsterId)
monsterObj:ChangeDirectionAction({Direction = direction})
--设置怪物模型初始视野范围
monsterObj:SetViewAreaAndLine()
--设置技能特效
skillType = XRpgMakerGameConfigs.GetMonsterSkillType(monsterId)
monsterObj:LoadSkillEffect(skillType)
end
end
function XUiRpgMakerGamePlayScene:InitPlayer(mapId)
local playerObj = XDataCenter.RpgMakerGameManager.GetPlayerObj()
local startPointId = XRpgMakerGameConfigs.GetRpgMakerGameStartPointId(mapId)
local x = XRpgMakerGameConfigs.GetRpgMakerGameStartPointX(startPointId)
local y = XRpgMakerGameConfigs.GetRpgMakerGameStartPointY(startPointId)
--加载玩家角色模型
local roleId = playerObj:GetId()
local modelName = XRpgMakerGameConfigs.GetRpgMakerGameRoleModelAssetPath(roleId)
local sceneObjRoot = self:GetSceneObjRoot()
playerObj:LoadModel(nil, sceneObjRoot, modelName)
--设置位置
self:SetObjPosition(x, y, playerObj)
--设置方向
local direction = XRpgMakerGameConfigs.GetRpgMakerGameStartPointDirection(startPointId)
playerObj:ChangeDirectionAction({Direction = direction})
--初始化箭头特效
playerObj:LoadMoveDirectionEffect()
playerObj:SetMoveDirectionEffectActive(false)
--设置技能特效
local skillType = XRpgMakerGameConfigs.GetRoleSkillType(roleId)
playerObj:LoadSkillEffect(skillType)
end
--初始化地面
function XUiRpgMakerGamePlayScene:InitCube(mapId)
local transform = self.GameObject.transform
local sceneObjRoot = self:GetSceneObjRoot()
local cube = XUiHelper.TryGetComponent(sceneObjRoot.transform, "ScenePuzzle01_03Hezi01") or
XUiHelper.TryGetComponent(sceneObjRoot.transform, "ScenePuzzle02_02Box") or
XUiHelper.TryGetComponent(sceneObjRoot.transform, "ScenePuzzle03_01Box")
if not cube then
XLog.Error(string.format("XUiRpgMakerGamePlayScene:InitCube没找到ScenePuzzle01_03Hezi01对象 mapId%ssceneObjRoot%s", mapId, sceneObjRoot))
return
end
local cubeMeshFilter = cube:GetComponent("MeshFilter")
local cubeSize = cubeMeshFilter.mesh.bounds.size
local row = XRpgMakerGameConfigs.GetRpgMakerGameRow(mapId)
local col = XRpgMakerGameConfigs.GetRpgMakerGameCol(mapId)
local modelPath
local gameObjPositionX
local gameObjPositionY
local gameObj
local firstModelPath
local secondModelPath
local curChapterGroupId = XDataCenter.RpgMakerGameManager.GetCurChapterGroupId()
local prefabs = XRpgMakerGameConfigs.GetChapterGroupGroundPrefab(curChapterGroupId)
local cubeModelPath1 = prefabs[1]
local cubeModelPath2 = prefabs[2]
local poolModelPath = XRpgMakerGameConfigs.GetRpgMakerGameModelPath(XRpgMakerGameConfigs.ModelKeyMaps.Pool)
local modelKey
for i = 1, row do
self.CubeObjs[i] = {}
firstModelPath = i % 2 ~= 0 and cubeModelPath1 or cubeModelPath2
secondModelPath = i % 2 == 0 and cubeModelPath1 or cubeModelPath2
for j = 1, col do
modelKey = nil
if XRpgMakerGameConfigs.IsSameEntity(mapId, j, i, XRpgMakerGameConfigs.XRpgMakerGameEntityType.Water) or
XRpgMakerGameConfigs.IsSameEntity(mapId, j, i, XRpgMakerGameConfigs.XRpgMakerGameEntityType.Ice) then
modelPath = poolModelPath
modelKey = XRpgMakerGameConfigs.ModelKeyMaps.Pool
else
modelPath = j % 2 ~= 0 and firstModelPath or secondModelPath
end
gameObjPositionX = cube.position.x + cubeSize.x * (j - 1)
gameObjPositionY = cube.position.z + cubeSize.z * (i - 1)
gameObj = XRpgMakerGameCube.New()
gameObj:LoadModel(modelPath, sceneObjRoot, nil, modelKey)
gameObj:SetGameObjectPosition(Vector3(gameObjPositionX, cube.position.y, gameObjPositionY))
self.CubeObjs[i][j] = gameObj
end
end
cube.gameObject:SetActiveEx(false)
end
--初始化阻挡物
function XUiRpgMakerGamePlayScene:InitBlock(mapId)
local blockIdList = XRpgMakerGameConfigs.GetRpgMakerGameMapIdToBlockIdList(mapId)
local blockRow
local colList
local blockObjTemp
local sceneObjRoot = self:GetSceneObjRoot()
local cube
local cubePosition
local modelPath = XRpgMakerGameConfigs.GetChapterGroupBlockPrefab(XDataCenter.RpgMakerGameManager.GetCurChapterGroupId())
for _, blockId in ipairs(blockIdList) do
blockRow = XRpgMakerGameConfigs.GetRpgMakerGameBlockRow(blockId)
colList = XRpgMakerGameConfigs.GetRpgMakerGameBlockColList(blockId)
for colNum, blockStatus in ipairs(colList) do
if blockStatus == XRpgMakerGameConfigs.XRpgMakerGameBlockStatus.Block then
blockObjTemp = XRpgMakerGameBlock.New()
blockObjTemp:LoadModel(modelPath, sceneObjRoot)
self:SetObjPosition(colNum, blockRow, blockObjTemp)
if not self.BlockObjs[blockRow] then
self.BlockObjs[blockRow] = {}
end
self.BlockObjs[blockRow][colNum] = blockObjTemp
end
end
end
end
function XUiRpgMakerGamePlayScene:GetGapObjs()
return self.GapObjs
end
function XUiRpgMakerGamePlayScene:GetBlockObj(row, col)
return self.BlockObjs[row] and self.BlockObjs[row][col]
end
function XUiRpgMakerGamePlayScene:GetMapId()
return self.MapId
end
function XUiRpgMakerGamePlayScene:GetCubeObj(row, col)
return self.CubeObjs[row] and self.CubeObjs[row][col]
end
function XUiRpgMakerGamePlayScene:GetCubeObjs()
return self.CubeObjs
end
function XUiRpgMakerGamePlayScene:GetSceneObjRoot()
return self.SceneObjRoot
end
function XUiRpgMakerGamePlayScene:IsSceneNil()
return XTool.UObjIsNil(self.GameObject)
end
function XUiRpgMakerGamePlayScene:SetSceneActive(isActive)
if not self:IsSceneNil() then
self.GameObject.gameObject:SetActiveEx(isActive)
end
end
--重置
function XUiRpgMakerGamePlayScene:Reset()
self:BackUp()
self:ResetGrow()
end
--后退
function XUiRpgMakerGamePlayScene:BackUp()
local mapId = self:GetMapId()
self:UpdatePlayerObj()
self:UpdateEntity(mapId)
self:UpdateMonsterObjs(mapId)
self:UpdateEndPointObjStatus()
self:UpdateTriggeObjStatus(mapId)
self:UpdateShadowObjs(mapId)
self:UpdateElectricFenceObjStatus(mapId)
end
function XUiRpgMakerGamePlayScene:UpdateEntity(mapId)
local entityList = XRpgMakerGameConfigs.GetMapIdToEntityIdList(mapId)
local obj
for _, entityId in ipairs(entityList) do
obj = XDataCenter.RpgMakerGameManager.GetEntityObj(entityId)
if obj and obj.CheckPlayFlat then
obj:CheckPlayFlat()
end
end
end
function XUiRpgMakerGamePlayScene:UpdateElectricFenceObjStatus(mapId)
local electricFenceIdList = XRpgMakerGameConfigs.GetRpgMakerGameMapIdToElectricFenceIdList(mapId)
local obj
for _, electricFenceId in ipairs(electricFenceIdList) do
obj = XDataCenter.RpgMakerGameManager.GetElectricFenceObj(electricFenceId)
if obj then
obj:PlayElectricFenceStatusChangeAction()
end
end
end
function XUiRpgMakerGamePlayScene:UpdateShadowObjs(mapId)
local shadowIdList = XRpgMakerGameConfigs.GetRpgMakerGameMapIdToShadowIdList(mapId)
local shadowObj
for _, shadowId in ipairs(shadowIdList) do
shadowObj = XDataCenter.RpgMakerGameManager.GetShadowObj(shadowId)
if shadowObj then
shadowObj:UpdateObjPosAndDirection()
shadowObj:CheckIsDeath()
end
end
end
function XUiRpgMakerGamePlayScene:UpdatePlayerObj()
local playerObj = XDataCenter.RpgMakerGameManager.GetPlayerObj()
playerObj:UpdateObjPosAndDirection()
playerObj:CheckIsDeath()
end
function XUiRpgMakerGamePlayScene:UpdateMonsterObjs(mapId)
local monsterIdList = XRpgMakerGameConfigs.GetRpgMakerGameMapIdToMonsterIdList(mapId)
local monsterObj
for _, monsterId in ipairs(monsterIdList) do
monsterObj = XDataCenter.RpgMakerGameManager.GetMonsterObj(monsterId)
if monsterObj then
monsterObj:UpdateObjPosAndDirection()
monsterObj:CheckIsDeath()
monsterObj:RemovePatrolLineObjs()
monsterObj:SetViewAreaAndLine()
monsterObj:LoadSentrySign()
end
end
end
function XUiRpgMakerGamePlayScene:UpdateEndPointObjStatus()
local endPointObj = XDataCenter.RpgMakerGameManager.GetEndPointObj()
endPointObj:UpdateObjStatus()
end
function XUiRpgMakerGamePlayScene:UpdateTriggeObjStatus(mapId)
local triggerIdList = XRpgMakerGameConfigs.GetRpgMakerGameMapIdToTriggerIdList(mapId)
local triggerObj
for _, triggerId in ipairs(triggerIdList) do
triggerObj = XDataCenter.RpgMakerGameManager.GetTriggerObj(triggerId)
triggerObj:UpdateObjTriggerStatus()
end
end
function XUiRpgMakerGamePlayScene:PlayAnimation()
self.PlayableDirector = XUiHelper.TryGetComponent(self.GameObject.transform, "Animation/AnimEnable", "PlayableDirector")
if self.PlayableDirector then
self.PlayableDirector.gameObject:SetActiveEx(true)
self.PlayableDirector:Play()
end
end
function XUiRpgMakerGamePlayScene:GetSceneCamera()
return self.Camera
end
return XUiRpgMakerGamePlayScene