2023-07-14 19:35:33 +00:00
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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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_BlockStatus = 0, --状态,1阻挡,0不阻挡
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}
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2024-09-01 20:49:41 +00:00
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---缝隙对象
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---@class XRpgMakerGameGap:XRpgMakerGameObject
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2023-07-14 19:35:33 +00:00
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local XRpgMakerGameGap = XClass(XRpgMakerGameObject, "XRpgMakerGameGap")
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function XRpgMakerGameGap: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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end
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2024-09-01 20:49:41 +00:00
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---@param mapObjData XMapObjectData
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function XRpgMakerGameGap:InitDataByMapObjData(mapObjData)
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self.MapObjData = mapObjData
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end
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2023-07-14 19:35:33 +00:00
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--改变方向
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function XRpgMakerGameGap: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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2024-09-01 20:49:41 +00:00
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-- local gapId = self:GetId()
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-- local x = XRpgMakerGameConfigs.GetRpgMakerGameGapX(gapId)
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-- local y = XRpgMakerGameConfigs.GetRpgMakerGameGapY(gapId)
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local x = self.MapObjData:GetX()
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local y = self.MapObjData:GetY()
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2023-07-14 19:35:33 +00:00
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local cube = self:GetCubeObj(y, x)
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local cubePosition = cube:GetGameObjUpCenterPosition()
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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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--是否会被阻挡
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function XRpgMakerGameGap:IsGapInMiddle(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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2024-09-01 20:49:41 +00:00
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local curGapDirection = self.MapObjData:GetParams()[1]
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2023-07-14 19:35:33 +00:00
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if self:IsSamePoint(curPosX, curPosY) and curGapDirection == direction then
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return true
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end
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--下一个坐标和缝隙位置相同,且方向相反
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if self:IsSamePoint(nextPosX, nextPosY)
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and ((curGapDirection == XRpgMakerGameConfigs.RpgMakerGapDirection.GridLeft and direction == XRpgMakerGameConfigs.RpgMakerGameMoveDirection.MoveRight)
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or (curGapDirection == XRpgMakerGameConfigs.RpgMakerGapDirection.GridRight and direction == XRpgMakerGameConfigs.RpgMakerGameMoveDirection.MoveLeft)
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or (curGapDirection == XRpgMakerGameConfigs.RpgMakerGapDirection.GridTop and direction == XRpgMakerGameConfigs.RpgMakerGameMoveDirection.MoveDown)
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or (curGapDirection == 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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return XRpgMakerGameGap
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