PGRData/Script/matrix/xentity/xrpgmakergame/object/XRpgMakerGameGap.lua

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local XRpgMakerGameObject = require("XEntity/XRpgMakerGame/Object/XRpgMakerGameObject")
local type = type
local pairs = pairs
local Vector3 = CS.UnityEngine.Vector3
local LookRotation = CS.UnityEngine.Quaternion.LookRotation
local Default = {
_BlockStatus = 0, --状态1阻挡0不阻挡
}
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---缝隙对象
---@class XRpgMakerGameGap:XRpgMakerGameObject
local XRpgMakerGameGap = XClass(XRpgMakerGameObject, "XRpgMakerGameGap")
function XRpgMakerGameGap:Ctor(id)
for key, value in pairs(Default) do
if type(value) == "table" then
self[key] = {}
else
self[key] = value
end
end
end
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---@param mapObjData XMapObjectData
function XRpgMakerGameGap:InitDataByMapObjData(mapObjData)
self.MapObjData = mapObjData
end
--改变方向
function XRpgMakerGameGap:ChangeDirectionAction(action, cb)
local transform = self:GetTransform()
if XTool.UObjIsNil(transform) then
return
end
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-- local gapId = self:GetId()
-- local x = XRpgMakerGameConfigs.GetRpgMakerGameGapX(gapId)
-- local y = XRpgMakerGameConfigs.GetRpgMakerGameGapY(gapId)
local x = self.MapObjData:GetX()
local y = self.MapObjData:GetY()
local cube = self:GetCubeObj(y, x)
local cubePosition = cube:GetGameObjUpCenterPosition()
local cubeSize = cube:GetGameObjSize()
local objPosition = transform.position
local direction = action.Direction
local directionPos
if direction == XRpgMakerGameConfigs.RpgMakerGapDirection.GridLeft then
directionPos = objPosition - Vector3(cubeSize.x / 2, 0, 0)
elseif direction == XRpgMakerGameConfigs.RpgMakerGapDirection.GridRight then
directionPos = objPosition + Vector3(cubeSize.x / 2, 0, 0)
elseif direction == XRpgMakerGameConfigs.RpgMakerGapDirection.GridTop then
directionPos = objPosition + Vector3(0, 0, cubeSize.z / 2)
elseif direction == XRpgMakerGameConfigs.RpgMakerGapDirection.GridBottom then
directionPos = objPosition - Vector3(0, 0, cubeSize.z / 2)
end
local transform = self:GetTransform()
local lookRotation = LookRotation(directionPos - objPosition)
self:SetGameObjectRotation(lookRotation)
self:SetGameObjectPosition(directionPos)
if cb then
cb()
end
end
--是否会被阻挡
function XRpgMakerGameGap:IsGapInMiddle(curPosX, curPosY, direction, nextPosX, nextPosY)
if not self:IsSamePoint(curPosX, curPosY) and not self:IsSamePoint(nextPosX, nextPosY) then
return false
end
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local curGapDirection = self.MapObjData:GetParams()[1]
if self:IsSamePoint(curPosX, curPosY) and curGapDirection == direction then
return true
end
--下一个坐标和缝隙位置相同,且方向相反
if self:IsSamePoint(nextPosX, nextPosY)
and ((curGapDirection == XRpgMakerGameConfigs.RpgMakerGapDirection.GridLeft and direction == XRpgMakerGameConfigs.RpgMakerGameMoveDirection.MoveRight)
or (curGapDirection == XRpgMakerGameConfigs.RpgMakerGapDirection.GridRight and direction == XRpgMakerGameConfigs.RpgMakerGameMoveDirection.MoveLeft)
or (curGapDirection == XRpgMakerGameConfigs.RpgMakerGapDirection.GridTop and direction == XRpgMakerGameConfigs.RpgMakerGameMoveDirection.MoveDown)
or (curGapDirection == XRpgMakerGameConfigs.RpgMakerGapDirection.GridBottom and direction == XRpgMakerGameConfigs.RpgMakerGameMoveDirection.MoveUp)) then
return true
end
return false
end
return XRpgMakerGameGap