PGRData/Script/matrix/xentity/xrpgmakergame/object/XRpgMakerGamePlayer.lua
2024-09-01 22:49:41 +02:00

168 lines
No EOL
5.6 KiB
Lua

local XRpgMakerGameObject = require("XEntity/XRpgMakerGame/Object/XRpgMakerGameObject")
local type = type
local pairs = pairs
local CSXResourceManagerLoad = CS.XResourceManager.Load
local DefaultHp = 100
local Default = {
_CurrentHp = 100, --当前血量
_FaceDirection = 0, --朝向
}
---推箱子玩家对象
---@class XRpgMakerGamePlayer : XRpgMakerGameObject
local XRpgMakerGamePlayer = XClass(XRpgMakerGameObject, "XRpgMakerGamePlayer")
function XRpgMakerGamePlayer:Ctor(id)
for key, value in pairs(Default) do
if type(value) == "table" then
self[key] = {}
else
self[key] = value
end
end
end
function XRpgMakerGamePlayer:InitData(mapObjData, roleId)
-- local startPointId = XRpgMakerGameConfigs.GetRpgMakerGameStartPointId(mapId)
-- local pointX = XRpgMakerGameConfigs.GetRpgMakerGameStartPointX(startPointId)
-- local pointY = XRpgMakerGameConfigs.GetRpgMakerGameStartPointY(startPointId)
-- local direction = XRpgMakerGameConfigs.GetRpgMakerGameStartPointDirection(startPointId)
self.MapObjData = mapObjData
local pointX = mapObjData:GetX()
local pointY = mapObjData:GetY()
local direction = mapObjData:GetParams()[1]
self:SetId(roleId)
self:SetFaceDirection(direction)
self:SetCurrentHp(DefaultHp)
self:UpdatePosition({PositionX = pointX, PositionY = pointY})
end
---@return XMapObjectData
function XRpgMakerGamePlayer:GetMapObjData()
return self.MapObjData
end
function XRpgMakerGamePlayer:UpdateData(data)
self._CurrentHp = data.CurrentHp
self._FaceDirection = data.FaceDirection
self:UpdatePosition(data)
end
function XRpgMakerGamePlayer:SetCurrentHp(hp)
self._CurrentHp = hp
end
function XRpgMakerGamePlayer:SetFaceDirection(faceDirection)
self._FaceDirection = faceDirection
end
function XRpgMakerGamePlayer:GetFaceDirection()
return self._FaceDirection
end
function XRpgMakerGamePlayer:GetCurrentHp()
return self._CurrentHp
end
function XRpgMakerGamePlayer:Die()
self:SetCurrentHp(0)
end
function XRpgMakerGamePlayer:IsAlive()
return self._CurrentHp > 0
end
function XRpgMakerGamePlayer:UpdateObjPosAndDirection()
local transform = self:GetTransform()
if XTool.UObjIsNil(transform) then
return
end
local x = self:GetPositionX()
local y = self:GetPositionY()
local direction = self:GetFaceDirection()
local cubePosition = self:GetCubeUpCenterPosition(y, x)
cubePosition.y = transform.position.y
self:SetGameObjectPosition(cubePosition)
self:ChangeDirectionAction({Direction = direction})
end
function XRpgMakerGamePlayer:PlayMoveAction(action, cb, mapId)
local nextAction = XDataCenter.RpgMakerGameManager.GetNextAction(true)
if nextAction then
if nextAction.ActionType == XRpgMakerGameConfigs.RpgMakerGameActionType.ActionPlayerDrown then
self:DieByDrown(mapId, action.EndPosition.PositionX, action.EndPosition.PositionY)
elseif nextAction.ActionType == XRpgMakerGameConfigs.RpgMakerGameActionType.ActionPlayerTransfer then
self:SetIsTranser(true)
end
end
local bubbleMoveActions = XDataCenter.RpgMakerGameManager.GetActionsNotRemove(XRpgMakerGameConfigs.RpgMakerGameActionType.ActionBubbleMove)
for _, temp in ipairs(bubbleMoveActions) do
if temp and temp.ShadowId == 0 then
local xDistance = action.EndPosition.PositionX - action.StartPosition.PositionX
local yDistance = action.EndPosition.PositionY - action.StartPosition.PositionY
if xDistance ~= 0 then
action.EndPosition.PositionX = xDistance> 0 and action.EndPosition.PositionX - 1 or action.EndPosition.PositionX + 1
end
if yDistance ~= 0 then
action.EndPosition.PositionY = yDistance> 0 and action.EndPosition.PositionY - 1 or action.EndPosition.PositionY + 1
end
end
end
local skillType = XRpgMakerGameConfigs.GetRoleSkillType(self:GetId())
self:CheckIsSteelAdsorb(mapId, action.EndPosition.PositionX, action.EndPosition.PositionY, skillType)
XRpgMakerGamePlayer.Super.PlayMoveAction(self, action, cb, skillType)
end
--杀死怪物
function XRpgMakerGamePlayer:PlayKillMonsterAction(action, cb)
local monsterId = action.MonsterId
local cb = cb
local monsterObj = XDataCenter.RpgMakerGameManager.GetMonsterObj(monsterId)
self:PlayAtkAction(function()
monsterObj:PlayBeAtkAction(cb)
monsterObj:RemoveViewAreaAndLine()
monsterObj:InitSentryData()
end)
end
--检查是否死亡
function XRpgMakerGamePlayer:CheckIsDeath()
local currentHp = self:GetCurrentHp()
local isDeath = currentHp <= 0
self:SetActive(not isDeath)
end
--加载即将移动方向的特效
function XRpgMakerGamePlayer:LoadMoveDirectionEffect()
local direction = self:GetFaceDirection()
if not direction then
return
end
local moveDirectionEffectPath = XRpgMakerGameConfigs.GetRpgMakerGameModelPath(XRpgMakerGameConfigs.ModelKeyMaps.RoleMoveArrow)
local resource = self:ResourceManagerLoad(moveDirectionEffectPath)
local cubeUpCenterPos = self:GetDirectionPos(direction)
if not cubeUpCenterPos then
return
end
self.MoveDirectionEffectObj = self:LoadEffect(resource.Asset, cubeUpCenterPos)
end
function XRpgMakerGamePlayer:SetMoveDirectionEffectActive(isActive)
if XTool.UObjIsNil(self.MoveDirectionEffectObj) then
return
end
if self.MoveDirectionEffectObj.gameObject.activeSelf ~= isActive then
self.MoveDirectionEffectObj.gameObject:SetActiveEx(isActive)
end
end
return XRpgMakerGamePlayer