forked from endernon/PGRData
572 lines
No EOL
22 KiB
Lua
572 lines
No EOL
22 KiB
Lua
local XRpgMakerGameObject = require("XEntity/XRpgMakerGame/Object/XRpgMakerGameObject")
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local XRpgMakerGameMonsterPatrolLine = require("XEntity/XRpgMakerGame/Object/XRpgMakerGameMonsterPatrolLine")
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local XRpgMakerGameMonsterSentry = require("XEntity/XRpgMakerGame/Object/XRpgMakerGameMonsterSentry")
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local type = type
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local pairs = pairs
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local tableInsert = table.insert
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local IsNumberValid = XTool.IsNumberValid
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local CSXResourceManagerLoad = CS.XResourceManager.Load
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local Vector3 = CS.UnityEngine.Vector3
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local LookRotation = CS.UnityEngine.Quaternion.LookRotation
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local _ViewFront = XRpgMakerGameConfigs.XRpgMakerGameMonsterViewAreaType.ViewFront --怪物的前方
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local _ViewBack = XRpgMakerGameConfigs.XRpgMakerGameMonsterViewAreaType.ViewBack --怪物的后面
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local _ViewLeft = XRpgMakerGameConfigs.XRpgMakerGameMonsterViewAreaType.ViewLeft --怪物的左边
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local _ViewRight = XRpgMakerGameConfigs.XRpgMakerGameMonsterViewAreaType.ViewRight --怪物的右边
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local DefaultHp = 100
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local Default = {
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_CurrentHp = 100, --当前血量
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_FaceDirection = 0, --朝向
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}
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--往某个方向设置移动路线特效
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local MoveLineEffectType = {
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Horizontal = 1, --往水平方向设置特效
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Vertical = 2, --往垂直方向设置特效
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}
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--怪物对象
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local XRpgMakerGameMonsterData = XClass(XRpgMakerGameObject, "XRpgMakerGameMonsterData")
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function XRpgMakerGameMonsterData: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.PatrolLineObjs = {} --场景中生成的下回合移动路线
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self.ViewAreaModels = {} --场景中生成的视野范围
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self.SentryLineModels = {} --场景中生成的探测视野
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self.Sentry = XRpgMakerGameMonsterSentry.New(id) --场景中生成的哨戒指示物
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self.HeadRoot = nil --模型的头部挂点
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self:InitData()
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end
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function XRpgMakerGameMonsterData:Dispose()
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self:RemoveViewAreaAndLine()
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self:RemoveSentry()
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XRpgMakerGameMonsterData.Super.Dispose(self)
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end
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function XRpgMakerGameMonsterData:RemoveSentry()
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if self.Sentry then
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self.Sentry:Dispose()
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end
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end
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function XRpgMakerGameMonsterData:RemovePatrolLineObjs()
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for _, v in pairs(self.PatrolLineObjs) do
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v:Dispose()
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end
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self.PatrolLineObjs = {}
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end
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function XRpgMakerGameMonsterData:RemoveViewAreaModels()
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for _, v in pairs(self.ViewAreaModels) do
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if not XTool.UObjIsNil(v) then
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XUiHelper.Destroy(v)
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end
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end
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self.ViewAreaModels = {}
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end
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function XRpgMakerGameMonsterData:RemoveSentryLineModels()
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for _, v in pairs(self.SentryLineModels) do
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v:Dispose()
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end
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self.SentryLineModels = {}
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end
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function XRpgMakerGameMonsterData:InitData()
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local monsterId = self:GetId()
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local pointX = XRpgMakerGameConfigs.GetRpgMakerGameMonsterX(monsterId)
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local pointY = XRpgMakerGameConfigs.GetRpgMakerGameMonsterY(monsterId)
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local direction = XRpgMakerGameConfigs.GetRpgMakerGameMonsterDirection(monsterId)
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self:UpdatePosition({PositionX = pointX, PositionY = pointY})
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self:SetFaceDirection(direction)
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self:SetCurrentHp(DefaultHp)
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self:RemoveViewAreaAndLine()
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self:InitSentryData()
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end
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function XRpgMakerGameMonsterData:UpdateData(data)
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self._CurrentHp = data.CurrentHp
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self._FaceDirection = data.FaceDirection
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self.Sentry:UpdateData(data)
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self:UpdatePosition(data)
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end
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function XRpgMakerGameMonsterData:SetCurrentHp(hp)
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self._CurrentHp = hp
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end
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function XRpgMakerGameMonsterData:SetFaceDirection(faceDirection)
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self._FaceDirection = faceDirection
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end
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function XRpgMakerGameMonsterData:GetFaceDirection()
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return self._FaceDirection
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end
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function XRpgMakerGameMonsterData:GetCurrentHp()
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return self._CurrentHp
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end
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function XRpgMakerGameMonsterData:Death(cb)
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self:RemoveViewAreaModels()
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XRpgMakerGameMonsterData.Super.Death(self, cb)
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end
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function XRpgMakerGameMonsterData:IsDeath()
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local currentHp = self:GetCurrentHp()
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return currentHp <= 0
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end
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function XRpgMakerGameMonsterData:Die()
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self:SetCurrentHp(0)
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end
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--朝向转方向
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function XRpgMakerGameMonsterData:FaceToDirection(faceDirection)
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local curDirection = self:GetFaceDirection()
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local direction
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if faceDirection == XRpgMakerGameConfigs.XRpgMakerGameMonsterViewAreaType.ViewBack then
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if curDirection == XRpgMakerGameConfigs.RpgMakerGameMoveDirection.MoveDown then
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direction = XRpgMakerGameConfigs.RpgMakerGameMoveDirection.MoveUp
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elseif curDirection == XRpgMakerGameConfigs.RpgMakerGameMoveDirection.MoveUp then
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direction = XRpgMakerGameConfigs.RpgMakerGameMoveDirection.MoveDown
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elseif curDirection == XRpgMakerGameConfigs.RpgMakerGameMoveDirection.MoveLeft then
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direction = XRpgMakerGameConfigs.RpgMakerGameMoveDirection.MoveRight
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elseif curDirection == XRpgMakerGameConfigs.RpgMakerGameMoveDirection.MoveRight then
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direction = XRpgMakerGameConfigs.RpgMakerGameMoveDirection.MoveLeft
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end
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elseif faceDirection == XRpgMakerGameConfigs.XRpgMakerGameMonsterViewAreaType.ViewLeft then
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if curDirection == XRpgMakerGameConfigs.RpgMakerGameMoveDirection.MoveDown then
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direction = XRpgMakerGameConfigs.RpgMakerGameMoveDirection.MoveRight
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elseif curDirection == XRpgMakerGameConfigs.RpgMakerGameMoveDirection.MoveUp then
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direction = XRpgMakerGameConfigs.RpgMakerGameMoveDirection.MoveLeft
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elseif curDirection == XRpgMakerGameConfigs.RpgMakerGameMoveDirection.MoveLeft then
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direction = XRpgMakerGameConfigs.RpgMakerGameMoveDirection.MoveDown
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elseif curDirection == XRpgMakerGameConfigs.RpgMakerGameMoveDirection.MoveRight then
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direction = XRpgMakerGameConfigs.RpgMakerGameMoveDirection.MoveUp
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end
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elseif faceDirection == XRpgMakerGameConfigs.XRpgMakerGameMonsterViewAreaType.ViewRight then
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if curDirection == XRpgMakerGameConfigs.RpgMakerGameMoveDirection.MoveDown then
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direction = XRpgMakerGameConfigs.RpgMakerGameMoveDirection.MoveLeft
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elseif curDirection == XRpgMakerGameConfigs.RpgMakerGameMoveDirection.MoveUp then
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direction = XRpgMakerGameConfigs.RpgMakerGameMoveDirection.MoveRight
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elseif curDirection == XRpgMakerGameConfigs.RpgMakerGameMoveDirection.MoveLeft then
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direction = XRpgMakerGameConfigs.RpgMakerGameMoveDirection.MoveUp
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elseif curDirection == XRpgMakerGameConfigs.RpgMakerGameMoveDirection.MoveRight then
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direction = XRpgMakerGameConfigs.RpgMakerGameMoveDirection.MoveDown
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end
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end
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return direction or curDirection
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end
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--设置视野范围
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function XRpgMakerGameMonsterData:SetGameObjectViewArea()
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self:RemoveViewAreaModels()
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if self:IsDeath() then
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return
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end
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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 modelKey = XRpgMakerGameConfigs.ModelKeyMaps.ViewArea
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local effectPath = XRpgMakerGameConfigs.GetRpgMakerGameModelPath(modelKey)
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local resource = CSXResourceManagerLoad(effectPath)
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if resource == nil or not resource.Asset then
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XLog.Error(string.format("XRpgMakerGameMonsterData加载视野范围特效:%s失败", effectPath))
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return
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end
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local monsterId = self:GetId()
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local viewFront = XRpgMakerGameConfigs.GetRpgMakerGameMonsterViewFront(monsterId)
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local viewBack = XRpgMakerGameConfigs.GetRpgMakerGameMonsterViewBack(monsterId)
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local viewLeft = XRpgMakerGameConfigs.GetRpgMakerGameMonsterViewLeft(monsterId)
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local viewRight = XRpgMakerGameConfigs.GetRpgMakerGameMonsterViewRight(monsterId)
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local viewAreaEffectPos = self:GetViewAreaEffectPos()
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local asset = resource.Asset
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local row, col
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local monsterPosX = self:GetPositionX()
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local monsterPosY = self:GetPositionY()
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local isNotUsePool = true
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local InsertModel = function(row, col, models, faceDirection)
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local cubeTransform = self:GetCubeTransform(row, col)
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if not cubeTransform then
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return
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end
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local direction = self:FaceToDirection(faceDirection)
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local isNextSet = XDataCenter.RpgMakerGameManager.IsCurGapSet(monsterPosX, monsterPosY, direction)
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if not isNextSet then
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return
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end
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local cubeUpCenterPosition = self:GetCubeUpCenterPosition(row, col)
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local model = self:LoadEffect(asset, cubeUpCenterPosition, cubeTransform, isNotUsePool)
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tableInsert(models, model)
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end
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if IsNumberValid(viewFront) then
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row, col = viewAreaEffectPos[_ViewFront].row, viewAreaEffectPos[_ViewFront].col
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InsertModel(row, col, self.ViewAreaModels, XRpgMakerGameConfigs.XRpgMakerGameMonsterViewAreaType.ViewFront)
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end
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if IsNumberValid(viewBack) then
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row, col = viewAreaEffectPos[_ViewBack].row, viewAreaEffectPos[_ViewBack].col
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InsertModel(row, col, self.ViewAreaModels, XRpgMakerGameConfigs.XRpgMakerGameMonsterViewAreaType.ViewBack)
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end
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if IsNumberValid(viewLeft) then
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row, col = viewAreaEffectPos[_ViewLeft].row, viewAreaEffectPos[_ViewLeft].col
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InsertModel(row, col, self.ViewAreaModels, XRpgMakerGameConfigs.XRpgMakerGameMonsterViewAreaType.ViewLeft)
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end
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if IsNumberValid(viewRight) then
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row, col = viewAreaEffectPos[_ViewRight].row, viewAreaEffectPos[_ViewRight].col
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InsertModel(row, col, self.ViewAreaModels, XRpgMakerGameConfigs.XRpgMakerGameMonsterViewAreaType.ViewRight)
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end
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end
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function XRpgMakerGameMonsterData:GetViewAreaEffectPos()
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local direction = self:GetFaceDirection()
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local positionX = self:GetPositionX()
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local positionY = self:GetPositionY()
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local intervalPos = 1 --间隔多少位置设置
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local viewAreaPos = {}
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if direction == XRpgMakerGameConfigs.RpgMakerGameMoveDirection.MoveLeft then
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viewAreaPos[_ViewFront] = {row = positionY, col = positionX - intervalPos}
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viewAreaPos[_ViewBack] = {row = positionY, col = positionX + intervalPos}
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viewAreaPos[_ViewLeft] = {row = positionY - intervalPos, col = positionX}
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viewAreaPos[_ViewRight] = {row = positionY + intervalPos, col = positionX}
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elseif direction == XRpgMakerGameConfigs.RpgMakerGameMoveDirection.MoveRight then
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viewAreaPos[_ViewFront] = {row = positionY, col = positionX + intervalPos}
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viewAreaPos[_ViewBack] = {row = positionY, col = positionX - intervalPos}
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viewAreaPos[_ViewLeft] = {row = positionY + intervalPos, col = positionX}
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viewAreaPos[_ViewRight] = {row = positionY - intervalPos, col = positionX}
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elseif direction == XRpgMakerGameConfigs.RpgMakerGameMoveDirection.MoveUp then
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viewAreaPos[_ViewFront] = {row = positionY + intervalPos, col = positionX}
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viewAreaPos[_ViewBack] = {row = positionY - intervalPos, col = positionX}
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viewAreaPos[_ViewLeft] = {row = positionY, col = positionX - intervalPos}
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viewAreaPos[_ViewRight] = {row = positionY, col = positionX + intervalPos}
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elseif direction == XRpgMakerGameConfigs.RpgMakerGameMoveDirection.MoveDown then
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viewAreaPos[_ViewFront] = {row = positionY - intervalPos, col = positionX}
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viewAreaPos[_ViewBack] = {row = positionY + intervalPos, col = positionX}
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viewAreaPos[_ViewLeft] = {row = positionY, col = positionX - intervalPos}
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viewAreaPos[_ViewRight] = {row = positionY, col = positionX + intervalPos}
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end
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return viewAreaPos
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end
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function XRpgMakerGameMonsterData:UpdateObjPosAndDirection()
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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 x = self:GetPositionX()
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local y = self:GetPositionY()
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local direction = self:GetFaceDirection()
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local cubePosition = self:GetCubeUpCenterPosition(y, x)
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cubePosition.y = transform.position.y
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self:SetGameObjectPosition(cubePosition)
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self:ChangeDirectionAction({Direction = direction})
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end
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--设置下一回合的移动路线
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function XRpgMakerGameMonsterData:SetMoveLine(action)
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self:RemovePatrolLineObjs()
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local direction = action.Direction
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local startPosition = action.StartPosition
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local endPosition = action.EndPosition
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local horizontal = 0 --往水平方向设置特效
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local vertical = 0 --往垂直方向设置特效
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local intervalPos = 1 --间隔多少位置设置
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if direction == XRpgMakerGameConfigs.RpgMakerGameMoveDirection.MoveLeft then
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horizontal = -intervalPos
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elseif direction == XRpgMakerGameConfigs.RpgMakerGameMoveDirection.MoveRight then
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horizontal = intervalPos
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elseif direction == XRpgMakerGameConfigs.RpgMakerGameMoveDirection.MoveUp then
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vertical = intervalPos
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elseif direction == XRpgMakerGameConfigs.RpgMakerGameMoveDirection.MoveDown then
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vertical = -intervalPos
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end
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if XTool.IsNumberValid(horizontal) then
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self:LoadMoveLineEffect(horizontal, MoveLineEffectType.Horizontal, startPosition, endPosition, direction)
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elseif XTool.IsNumberValid(vertical) then
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self:LoadMoveLineEffect(vertical, MoveLineEffectType.Vertical, startPosition, endPosition, direction)
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end
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end
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function XRpgMakerGameMonsterData:LoadMoveLineEffect(num, moveLineEffectType, startPosition, endPosition, direction)
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local moveLinePath = XRpgMakerGameConfigs.GetRpgMakerGameModelPath(XRpgMakerGameConfigs.ModelKeyMaps.MoveLine)
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local startPosX = startPosition.PositionX
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local startPosY = startPosition.PositionY
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local endPosX = endPosition.PositionX
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local endPosY = endPosition.PositionY
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local cubeUpCenterPos
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local patrolLineObj
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while true do
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if startPosX == endPosX and startPosY == endPosY then
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return
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end
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if moveLineEffectType == MoveLineEffectType.Horizontal then
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startPosX = startPosX + num
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elseif moveLineEffectType == MoveLineEffectType.Vertical then
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startPosY = startPosY + num
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else
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return
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end
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cubeUpCenterPos = self:GetCubeUpCenterPosition(startPosY, startPosX)
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if not cubeUpCenterPos then
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return
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end
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patrolLineObj = XRpgMakerGameMonsterPatrolLine.New()
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patrolLineObj:LoadPatrolLine(moveLinePath, startPosX, startPosY, direction)
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tableInsert(self.PatrolLineObjs, patrolLineObj)
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end
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end
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function XRpgMakerGameMonsterData:CheckLoadTriggerEndEffect()
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local monsterId = self:GetId()
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if not XRpgMakerGameConfigs.IsRpgMakerGameMonsterTriggerEnd(monsterId) then
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return
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end
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local effectPath = XRpgMakerGameConfigs.GetRpgMakerGameModelPath(XRpgMakerGameConfigs.ModelKeyMaps.MonsterTriggerEffect)
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local resource = CSXResourceManagerLoad(effectPath)
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if resource == nil or not resource.Asset then
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XLog.Error(string.format("XRpgMakerGameMonsterData加载开启终点的指示特效:%s失败", effectPath))
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return
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end
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local modelName = self:GetModelName()
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local effectRootName = XRpgMakerGameConfigs.GetRpgMakerGameEffectRoot(modelName)
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local transform = self:GetTransform()
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local effectRoot = transform:FindTransform(effectRootName)
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if XTool.UObjIsNil(effectRoot) then
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XLog.Error(string.format("XRpgMakerGameObject:CheckLoadTriggerEndEffect error: 终点指示特效父节点找不到, effectRootName: %s,modelName:%s", effectRootName, modelName))
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return
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end
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local asset = resource.Asset
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local position = Vector3.zero
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self:LoadEffect(asset, effectRoot.transform.position, effectRoot)
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end
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--杀死玩家
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function XRpgMakerGameMonsterData:PlayKillPlayerAction(action, cb)
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local cb = cb
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self:PlayAtkAction(function()
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local playerObj = XDataCenter.RpgMakerGameManager.GetPlayerObj()
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playerObj:PlayBeAtkAction(cb)
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end)
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end
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--检查是否死亡并设置模型显示状态
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function XRpgMakerGameMonsterData:CheckIsDeath()
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local isDeath = self:IsDeath()
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self:SetActive(not isDeath)
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end
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--小怪或人类移动前先播放惊动的动作再移动
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function XRpgMakerGameMonsterData:PlayMoveAction(action, cb, mapId)
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local id = self:GetId()
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local skillType = XRpgMakerGameConfigs.GetMonsterSkillType(self:GetId())
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self:CheckIsSteelAdsorb(mapId, action.EndPosition.PositionX, action.EndPosition.PositionY, skillType)
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--检查下一个动作
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local nextAction = XDataCenter.RpgMakerGameManager.GetNextAction(true)
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if nextAction then
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if nextAction.ActionType == XRpgMakerGameConfigs.RpgMakerGameActionType.ActionMonsterTransfer then
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self:SetIsTranser(true)
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end
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end
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local monsterType = XRpgMakerGameConfigs.GetRpgMakerGameMonsterType(id)
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if monsterType == XRpgMakerGameConfigs.XRpgMakerGameMonsterType.Normal or monsterType == XRpgMakerGameConfigs.XRpgMakerGameMonsterType.Human then
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self:PlayAlarmAnima(function()
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XRpgMakerGameMonsterData.Super.PlayMoveAction(self, action, cb, skillType)
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end)
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return
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end
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XRpgMakerGameMonsterData.Super.PlayMoveAction(self, action, cb, skillType)
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end
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------------哨戒 begin--------------
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function XRpgMakerGameMonsterData:InitSentryData()
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self.Sentry:UpdateData({})
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end
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--哨戒指示物位置数据
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function XRpgMakerGameMonsterData:UpdateSentrySignAction(action)
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local startPosition = action.StartPosition
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local startPosX = self:GetPositionX()
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local startPosY = self:GetPositionY()
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local endPosX = startPosition and startPosition.PositionX or 0
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local endPosY = startPosition and startPosition.PositionY or 0
|
||
local curRount = XDataCenter.RpgMakerGameManager.GetCurrentCount()
|
||
curRount = curRount and curRount + 1 or 0 --创建指示物的回合数同步服务端+1
|
||
self.Sentry:UpdatePosition({PositionX = startPosX, PositionY = startPosY})
|
||
self.Sentry:UpdateData({SentryStartPositionX = startPosX,
|
||
SentryStartPositionY = startPosY,
|
||
SentryEndPositionX = endPosX,
|
||
SentryEndPositionY = endPosY,
|
||
SentryStartRound = curRount})
|
||
end
|
||
|
||
function XRpgMakerGameMonsterData:CheckRemoveSentry()
|
||
if not self.Sentry:IsCreateSentry() then
|
||
self:RemoveSentry()
|
||
end
|
||
end
|
||
|
||
--加载哨戒指示物
|
||
function XRpgMakerGameMonsterData:LoadSentrySign()
|
||
self:RemoveSentry()
|
||
if not self.Sentry:IsCreateSentry() or self:IsDeath() then
|
||
return
|
||
end
|
||
|
||
local position = self:GetGameObjPosition()
|
||
local modelName = self:GetModelName()
|
||
local yOffset = XRpgMakerGameConfigs.GetRpgMakerGameSentrySignYOffset(modelName)
|
||
self.Sentry:Load(position + Vector3(0, yOffset, 0))
|
||
|
||
if self.Sentry:IsShowNextRoundSentry() then
|
||
XSoundManager.PlaySoundByType(XSoundManager.UiBasicsMusic.RpgMakerGame_SentrySign, XSoundManager.SoundType.Sound)
|
||
end
|
||
end
|
||
|
||
--设置哨戒警戒线
|
||
function XRpgMakerGameMonsterData:SetSentryLine()
|
||
self:RemoveSentryLineModels()
|
||
|
||
if self:IsDeath() then
|
||
return
|
||
end
|
||
|
||
--生成指示物的第一回合会生成警戒线,之后直到指示物消失才会重新生成警戒线
|
||
if not self.Sentry:InFirstRoundCreate() and self.Sentry:IsCreateSentry() then
|
||
return
|
||
end
|
||
|
||
local transform = self:GetTransform()
|
||
if XTool.UObjIsNil(transform) then
|
||
return
|
||
end
|
||
|
||
--哨戒路线
|
||
local modelKey = XRpgMakerGameConfigs.ModelKeyMaps.SentryLine
|
||
local effectPath = XRpgMakerGameConfigs.GetRpgMakerGameModelPath(modelKey)
|
||
local monsterId = self:GetId()
|
||
local sentryFront = XRpgMakerGameConfigs.GetRpgMakerGameSentryFront(monsterId)
|
||
local sentryBack = XRpgMakerGameConfigs.GetRpgMakerGameSentryBack(monsterId)
|
||
local sentryLeft = XRpgMakerGameConfigs.GetRpgMakerGameSentryLeft(monsterId)
|
||
local sentryRight = XRpgMakerGameConfigs.GetRpgMakerGameSentryRight(monsterId)
|
||
local faceDirection = self:GetFaceDirection()
|
||
local direction
|
||
|
||
local InsertModel = function(direction)
|
||
local intervalPos = 1 --间隔多少位置设置
|
||
--往水平方向设置特效
|
||
local horizontal = (direction == XRpgMakerGameConfigs.RpgMakerGameMoveDirection.MoveLeft and -intervalPos) or (direction == XRpgMakerGameConfigs.RpgMakerGameMoveDirection.MoveRight and intervalPos) or 0
|
||
--往垂直方向设置特效
|
||
local vertical = (direction == XRpgMakerGameConfigs.RpgMakerGameMoveDirection.MoveDown and -intervalPos) or (direction == XRpgMakerGameConfigs.RpgMakerGameMoveDirection.MoveUp and intervalPos) or 0
|
||
|
||
local posX, posY = self:GetPositionX(), self:GetPositionY()
|
||
local cubeUpCenterPos
|
||
local obj
|
||
local isCurSet --是否能在当前的坐标中设置
|
||
local isNextSet = XDataCenter.RpgMakerGameManager.IsCurGapSet(posX, posY, direction) --是否能继续在下一个坐标中设置
|
||
|
||
while isNextSet do
|
||
posX = posX + horizontal
|
||
posY = posY + vertical
|
||
cubeUpCenterPos = self:GetCubeUpCenterPosition(posX, posY)
|
||
if not cubeUpCenterPos then
|
||
return
|
||
end
|
||
|
||
isCurSet, isNextSet = XDataCenter.RpgMakerGameManager.IsCurPositionSet(posX, posY, direction)
|
||
|
||
if isCurSet then
|
||
obj = XRpgMakerGameMonsterPatrolLine.New()
|
||
obj:LoadPatrolLine(effectPath, posX, posY, direction)
|
||
tableInsert(self.SentryLineModels, obj)
|
||
end
|
||
end
|
||
end
|
||
|
||
if IsNumberValid(sentryFront) then
|
||
InsertModel(faceDirection)
|
||
end
|
||
|
||
if IsNumberValid(sentryBack) then
|
||
direction = self:FaceToDirection(XRpgMakerGameConfigs.XRpgMakerGameMonsterViewAreaType.ViewBack)
|
||
InsertModel(direction)
|
||
end
|
||
|
||
if IsNumberValid(sentryLeft) then
|
||
direction = self:FaceToDirection(XRpgMakerGameConfigs.XRpgMakerGameMonsterViewAreaType.ViewLeft)
|
||
InsertModel(direction)
|
||
end
|
||
|
||
if IsNumberValid(sentryRight) then
|
||
direction = self:FaceToDirection(XRpgMakerGameConfigs.XRpgMakerGameMonsterViewAreaType.ViewRight)
|
||
InsertModel(direction)
|
||
end
|
||
end
|
||
|
||
function XRpgMakerGameMonsterData:IsSentryShowLastStopRound()
|
||
return self.Sentry:IsShowLastStopRound()
|
||
end
|
||
|
||
function XRpgMakerGameMonsterData:GetSentryLastStopRound()
|
||
return self.Sentry:GetLastStopRound()
|
||
end
|
||
|
||
function XRpgMakerGameMonsterData:GetSentryRoandGameObjPosition()
|
||
return self.Sentry:GetSentryRoandGameObjPosition()
|
||
end
|
||
------------哨戒 end----------------
|
||
|
||
function XRpgMakerGameMonsterData:SetViewAreaAndLine()
|
||
self:SetGameObjectViewArea()
|
||
self:SetSentryLine()
|
||
end
|
||
|
||
function XRpgMakerGameMonsterData:RemoveViewAreaAndLine()
|
||
self:RemovePatrolLineObjs()
|
||
self:RemoveViewAreaModels()
|
||
self:RemoveSentryLineModels()
|
||
end
|
||
|
||
return XRpgMakerGameMonsterData |