forked from endernon/PGRData
69 lines
No EOL
2.6 KiB
Lua
69 lines
No EOL
2.6 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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--水、冰对象
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local XRpgMakerGameWaterData = XClass(XRpgMakerGameObject, "XRpgMakerGameWaterData")
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function XRpgMakerGameWaterData:Ctor(id, gameObject)
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self.WaterStatus = XRpgMakerGameConfigs.XRpgMakerGameWaterType.Water
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self.IsCheckPlayFlat = false --是否需要根据当前的状态加载对应的特效
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end
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function XRpgMakerGameWaterData:InitData()
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local id = self:GetId()
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local x = XRpgMakerGameConfigs.GetEntityX(id)
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local y = XRpgMakerGameConfigs.GetEntityY(id)
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self:UpdatePosition({PositionX = x, PositionY = y})
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local type = XRpgMakerGameConfigs.GetEntityType(id)
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self:SetStatus(type == XRpgMakerGameConfigs.XRpgMakerGameEntityType.Water and
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XRpgMakerGameConfigs.XRpgMakerGameWaterType.Water or
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XRpgMakerGameConfigs.XRpgMakerGameWaterType.Ice)
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end
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--1水,2冰
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function XRpgMakerGameWaterData:SetStatus(waterType)
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if self.WaterStatus ~= waterType then
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self.IsCheckPlayFlat = true
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end
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self.WaterStatus = waterType
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end
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function XRpgMakerGameWaterData:GetStatus()
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return self.WaterStatus
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end
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--检查加载哪种特效
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function XRpgMakerGameWaterData:CheckPlayFlat()
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if not self.IsCheckPlayFlat then
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return
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end
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local status = self:GetStatus()
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local modelKey = (status == XRpgMakerGameConfigs.XRpgMakerGameWaterType.Ice and XRpgMakerGameConfigs.ModelKeyMaps.Freeze) or
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(status == XRpgMakerGameConfigs.XRpgMakerGameWaterType.Melt and XRpgMakerGameConfigs.ModelKeyMaps.Melt) or
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XRpgMakerGameConfigs.ModelKeyMaps.WaterRipper
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local modelPath = XRpgMakerGameConfigs.GetRpgMakerGameModelPath(modelKey)
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self:LoadModel(modelPath, nil, nil, modelKey)
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--融化动画播完后切换水波纹特效
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if status == XRpgMakerGameConfigs.XRpgMakerGameWaterType.Melt then
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XScheduleManager.ScheduleOnce(function()
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self:LoadModel(XRpgMakerGameConfigs.GetRpgMakerGameModelPath(XRpgMakerGameConfigs.ModelKeyMaps.WaterRipper))
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end, 500)
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end
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self.IsCheckPlayFlat = false
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--播放音效
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if status == XRpgMakerGameConfigs.XRpgMakerGameWaterType.Ice then
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XSoundManager.PlaySoundByType(XSoundManager.UiBasicsMusic.RpgMakerGame_Frezz, XSoundManager.SoundType.Sound)
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elseif status == XRpgMakerGameConfigs.XRpgMakerGameWaterType.Melt then
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XSoundManager.PlaySoundByType(XSoundManager.UiBasicsMusic.RpgMakerGame_Melt, XSoundManager.SoundType.Sound)
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end
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end
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return XRpgMakerGameWaterData |