143 lines
No EOL
5.5 KiB
Lua
143 lines
No EOL
5.5 KiB
Lua
local XRpgMakerGameObject = require("XEntity/XRpgMakerGame/Object/XRpgMakerGameObject")
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local type = type
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local pairs = pairs
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local Vector3 = CS.UnityEngine.Vector3
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local LookRotation = CS.UnityEngine.Quaternion.LookRotation
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local Default = {
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_ElectricStatus = 1, --状态,1开启,0关闭
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}
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---电网对象
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---@class XRpgMakerGameElectricFence:XRpgMakerGameObject
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local XRpgMakerGameElectricFence = XClass(XRpgMakerGameObject, "XRpgMakerGameElectricFence")
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function XRpgMakerGameElectricFence:Ctor(id)
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for key, value in pairs(Default) do
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if type(value) == "table" then
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self[key] = {}
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else
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self[key] = value
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end
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end
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self:InitData()
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end
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function XRpgMakerGameElectricFence:Dispose()
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if self.ElectricFenceEffect then
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CS.UnityEngine.GameObject.Destroy(self.ElectricFenceEffect)
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self.ElectricFenceEffect = nil
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end
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XRpgMakerGameElectricFence.Super.Dispose(self)
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end
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function XRpgMakerGameElectricFence:InitData()
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local id = self:GetId()
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-- local pointX = XRpgMakerGameConfigs.GetRpgMakerGameElectricFenceX(id)
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-- local pointY = XRpgMakerGameConfigs.GetRpgMakerGameElectricFenceY(id)
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-- self:UpdatePosition({PositionX = pointX, PositionY = pointY})
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self:SetElectricStatus(XRpgMakerGameConfigs.XRpgMakerGameElectricFenceStatus.Open)
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if not XTool.IsTableEmpty(self.MapObjData) then
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self:InitDataByMapObjData(self.MapObjData)
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end
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end
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---@param mapObjData XMapObjectData
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function XRpgMakerGameElectricFence:InitDataByMapObjData(mapObjData)
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self.MapObjData = mapObjData
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self:UpdatePosition({PositionX = self.MapObjData:GetX(), PositionY = self.MapObjData:GetY()})
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self:SetElectricStatus(XRpgMakerGameConfigs.XRpgMakerGameElectricFenceStatus.Open)
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end
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--改变方向
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function XRpgMakerGameElectricFence:ChangeDirectionAction(action, cb)
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local transform = self:GetTransform()
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if XTool.UObjIsNil(transform) then
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return
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end
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-- local electricFenceId = self:GetId()
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-- local x = XRpgMakerGameConfigs.GetRpgMakerGameElectricFenceX(electricFenceId)
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-- local y = XRpgMakerGameConfigs.GetRpgMakerGameElectricFenceY(electricFenceId)
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local x = self.MapObjData:GetX()
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local y = self.MapObjData:GetY()
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local cube = self:GetCubeObj(y, x)
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local cubeSize = cube:GetGameObjSize()
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local objPosition = transform.position
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local direction = action.Direction
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local directionPos
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if direction == XRpgMakerGameConfigs.RpgMakerGapDirection.GridLeft then
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directionPos = objPosition - Vector3(cubeSize.x / 2, 0, 0)
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elseif direction == XRpgMakerGameConfigs.RpgMakerGapDirection.GridRight then
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directionPos = objPosition + Vector3(cubeSize.x / 2, 0, 0)
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elseif direction == XRpgMakerGameConfigs.RpgMakerGapDirection.GridTop then
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directionPos = objPosition + Vector3(0, 0, cubeSize.z / 2)
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elseif direction == XRpgMakerGameConfigs.RpgMakerGapDirection.GridBottom then
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directionPos = objPosition - Vector3(0, 0, cubeSize.z / 2)
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end
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local transform = self:GetTransform()
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local lookRotation = LookRotation(directionPos - objPosition)
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self:SetGameObjectRotation(lookRotation)
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self:SetGameObjectPosition(directionPos)
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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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function XRpgMakerGameElectricFence:SetElectricStatus(electricStatus)
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self._ElectricStatus = electricStatus
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end
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--播放状态切换动画
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function XRpgMakerGameElectricFence:PlayElectricFenceStatusChangeAction(cb, isNotPlaySound)
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if self.ElectricFenceEffect then
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local isShow = self._ElectricStatus == XRpgMakerGameConfigs.XRpgMakerGameElectricFenceStatus.Open and true or false
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self.ElectricFenceEffect.gameObject:SetActiveEx(isShow)
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end
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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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--是否会被阻挡
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function XRpgMakerGameElectricFence:IsElectricFenceInMiddle(curPosX, curPosY, direction, nextPosX, nextPosY)
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if not self:IsSamePoint(curPosX, curPosY) and not self:IsSamePoint(nextPosX, nextPosY) then
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return false
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end
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-- local id = self:GetId()
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-- local electricDirection = XRpgMakerGameConfigs.GetRpgMakerGameElectricDirection(id)
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local electricDirection = self.MapObjData:GetParams()[1]
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if self:IsSamePoint(curPosX, curPosY) and electricDirection == direction then
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return true
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end
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--下一个坐标和电墙位置相同,且方向相反
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if self:IsSamePoint(nextPosX, nextPosY)
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and ((electricDirection == XRpgMakerGameConfigs.RpgMakerGapDirection.GridLeft and direction == XRpgMakerGameConfigs.RpgMakerGameMoveDirection.MoveRight)
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or (electricDirection == XRpgMakerGameConfigs.RpgMakerGapDirection.GridRight and direction == XRpgMakerGameConfigs.RpgMakerGameMoveDirection.MoveLeft)
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or (electricDirection == XRpgMakerGameConfigs.RpgMakerGapDirection.GridTop and direction == XRpgMakerGameConfigs.RpgMakerGameMoveDirection.MoveDown)
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or (electricDirection == XRpgMakerGameConfigs.RpgMakerGapDirection.GridBottom and direction == XRpgMakerGameConfigs.RpgMakerGameMoveDirection.MoveUp)) then
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return true
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end
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return false
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end
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function XRpgMakerGameElectricFence:OnLoadComplete()
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local key = XRpgMakerGameConfigs.ModelKeyMaps.ElectricFenceEffect
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local modelPath = XRpgMakerGameConfigs.GetRpgMakerGameModelPath(key)
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local resource = self:ResourceManagerLoad(modelPath)
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local asset = resource and resource.Asset
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if asset then
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self.ElectricFenceEffect = self:LoadEffect(asset)
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end
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XRpgMakerGameElectricFence.Super.OnLoadComplete(self)
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end
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return XRpgMakerGameElectricFence |