2021-04-15 15:51:24 +08:00
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SingleFightPlayerView = {}
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local mapIconConfig = ConfigManager.GetConfig(ConfigName.MainMapIconConfig)
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local iconAction = require("Modules/Fight/View/FightMapIconShowView")
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-- 角色对话气泡位置
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local m_roleTextPos = {
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[3] = {pos = Vector3.New(172, 200, 0), angleOffset = 180}, -- 角色朝左, 气泡在右
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[4] = {pos = Vector3.New(-177, 204, 0), angleOffset = 0} -- 反之
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}
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2021-04-20 14:52:02 +08:00
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local namePos = {
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[1] = {pos = Vector3.New(-1.86, 185.3, 0)}, -- 角色朝左,气泡在左
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2021-04-20 16:42:59 +08:00
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[2] = {pos = Vector3.New(-1.86, 273.5, 0)} -- 反之
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2021-04-20 14:52:02 +08:00
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}
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2021-04-15 15:51:24 +08:00
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-- 老头对话气泡位置
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local m_oldManTextPos = {
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[3] = {pos = Vector3.New(-176, 130, 0), angleOffset = 0}, -- 角色朝左,气泡在左
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[4] = {pos = Vector3.New(154, 130, 0), angleOffset = 180} -- 反之
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}
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2021-04-17 21:04:09 +08:00
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function SingleFightPlayerView:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.GuaJi.getEvent, self.ReciveData,self)
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end
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function SingleFightPlayerView:ReciveData(data)
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if data.goData.userId == self.userId then
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self.eventPointPos = data.event
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self.state = 1
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self:RoleWalkEnd(data)
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elseif (data.event and data.event.userId and data.event.userId == self.userId) then
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2021-04-19 11:58:22 +08:00
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self.eventPointPos = data.goData
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2021-04-17 21:04:09 +08:00
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self.state = 1
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self:RoleWalkEnd(data)
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end
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return
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end
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function SingleFightPlayerView:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.GuaJi.getEvent, self.ReciveData, self)
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end
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2021-04-15 15:51:24 +08:00
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function SingleFightPlayerView:New(gameObject)
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local b = {}
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b.gameObject = gameObject
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b.transform = gameObject.transform
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setmetatable(b, { __index = SingleFightPlayerView })
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return b
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end
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local sortingorder = 0
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local hitRootPath = "UI_Map_XunBaoEffect_hit"
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local npc1 = "live2d_npc_map_boy"
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local npc2 = "live2d_npc_map_nv"
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-- 飘血资源
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local hurtRes = "FloatingText"
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function SingleFightPlayerView:InitComponent()
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self.root = Util.GetGameObject(self.gameObject, "root")
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self.ui = Util.GetGameObject(self.root, "ui")
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self.roleRoot = Util.GetGameObject(self.ui,"roleRoot")
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Util.GetGameObject(self.ui, "lizi effect").gameObject:SetActive(false)
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self.battleEffect = Util.GetGameObject(self.ui, "quickBattleEffect")
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self.bLeaderIsIdle = true
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-- 临时代码
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self.dialogueRoot = Util.GetGameObject(self.ui, "Dialogue")
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self.context = Util.GetGameObject(self.dialogueRoot, "Text"):GetComponent("Text")
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-- buff特效
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self.buffEffectRoot = Util.GetGameObject(self.roleRoot, "effectRoot")
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Util.SetParticleScale(self.buffEffectRoot, 2)
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-- 攻击buff
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self.buffAttack = Util.GetGameObject(self.buffEffectRoot, "r_MapEffect_NewEvent_011")
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self.buffAttack:SetActive(false)
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-- 防御buff
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self.buffDefend = Util.GetGameObject(self.buffEffectRoot, "r_MapEffect_NewEvent_012")
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self.buffEffectRoot:SetActive(false)
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-- 隐藏一堆东西
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Util.GetGameObject(self.ui,"arrow"):SetActive(false)
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Util.GetGameObject(self.ui,"pos"):SetActive(false)
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Util.GetGameObject(self.ui,"blood"):SetActive(false)
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Util.GetGameObject(self.ui,"optionCancelBtn"):SetActive(false)
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Util.GetGameObject(self.ui,"roleOption"):SetActive(false)
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self:SetBattleState(false)
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2021-04-17 21:04:09 +08:00
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--角色当前方向
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2021-04-15 15:51:24 +08:00
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self.curDir = nil
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self.gameObject:SetActive(true)
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--- 注册组件
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self.callList = Stack.New()
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2021-04-17 21:04:09 +08:00
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--当前选中点的位置
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2021-04-15 15:51:24 +08:00
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self.selectPointPos = 0
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2021-04-17 21:04:09 +08:00
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-- 角色停止行走时的朝向, 上 下 左 右,1 2 3
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2021-04-15 15:51:24 +08:00
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self.m_roleFaceDir = Vector2.New(-1, 0)
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2021-04-17 21:04:09 +08:00
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--角色停止行走时的朝向
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self.eventpoint = 0
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--当前触发的事件点
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self.eventPointPos = nil
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2021-04-19 13:02:37 +08:00
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self.nameDi = Util.GetGameObject(self.ui, "nemeDi")
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self.name = Util.GetGameObject(self.nameDi, "name"):GetComponent("Text")
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2021-04-15 15:51:24 +08:00
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self.hurtNum = {}
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end
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function SingleFightPlayerView:OnOpen(parent)
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self.parent = parent
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self.hitEffect = poolManager:LoadAsset(hitRootPath, PoolManager.AssetType.GameObject)
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self.hitEffect.transform:SetParent(parent.effectRoot.transform)
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self.hitEffect.transform.localScale = Vector3.one
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self.hitEffect:SetActive(false)
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if not self.buffTipList then
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self.buffTipList = {}
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end
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-- buff飘字
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for i = 1, 3 do
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if not self.buffTipList[i] then
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self.buffTipList[i] = newObjToParent(parent.buffTip, parent.effectRoot)
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self.buffTipList[i].transform.localScale = Vector3.New(1.2, 1.2, 1.2)
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self.buffTipList[i]:SetActive(false)
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end
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end
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if not self.hurtNum then
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self.hurtNum = {}
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end
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for i = 1, 3 do
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self.hurtNum[i] = poolManager:LoadAsset(hurtRes, PoolManager.AssetType.GameObject)
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-- 设置父级
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self.hurtNum[i].transform:SetParent(parent.effectRoot.transform)
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self.hurtNum[i].transform.localScale = Vector3.New(0.5, 0.5, 0.5)
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Util.GetGameObject(self.hurtNum[i], "anim"):GetComponent("Canvas").sortingOrder = parent.GetCurLayer()
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self.hurtNum[i]:SetActive(false)
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end
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end
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function SingleFightPlayerView:SetData(u,v,isSelf,data)
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2021-04-22 13:59:33 +08:00
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self.isclose = false
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2021-04-15 15:51:24 +08:00
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self._PlayTimeStamp = 0
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if isSelf then
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self.ui:GetComponent("Canvas").worldCamera = TileMapView.GetCamera()
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end
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self.isSelf = isSelf
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local v3 = TileMapView.GetLiveTilePos(u, v)
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self.gameObject.transform.localPosition = Vector3(v3.x, v3.y, v3.z - 10)
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self.gameObject.transform.localScale = Vector3.one * 1.5
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if self.playerLiveView then
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self.playerLiveView:OnClose()
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self.playerLiveView = nil
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end
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2021-04-17 21:04:09 +08:00
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local npc,scale
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if self.isSelf then
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npc = NameManager.roleSex == ROLE_SEX.BOY and npc1 or npc2
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scale = NameManager.roleSex == ROLE_SEX.BOY and 1 or 0.5
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self.userId = PlayerManager.uid
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self.playerLiveView = PlayerLiveView:New(self.roleRoot,1,nil)
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2021-04-19 13:02:37 +08:00
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self.nameDi.gameObject:SetActive(false)
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2021-04-17 21:04:09 +08:00
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else
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npc = data.sex == ROLE_SEX.BOY and npc1 or npc2
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scale = data.sex == ROLE_SEX.BOY and 1 or 0.5
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2021-04-20 16:09:56 +08:00
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self.userId = data.uid or data.roleUid or data.id
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2021-04-17 21:04:09 +08:00
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self.playerLiveView = PlayerLiveView:New(self.roleRoot,2, {
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skin = data.userSkin,
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sex = data.sex,
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ride = data.userMount,
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designation = data.userTitle,
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})
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2021-04-20 14:52:02 +08:00
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if data.userMount == 0 then
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2021-04-20 16:31:41 +08:00
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self.nameDi.transform.localPosition = namePos[1].pos
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2021-04-20 14:52:02 +08:00
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else
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2021-04-20 16:31:41 +08:00
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self.nameDi.transform.localPosition = namePos[2].pos
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2021-04-20 14:52:02 +08:00
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end
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2021-04-20 17:14:25 +08:00
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self.name.text = data.userName or data.name
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2021-04-19 13:02:37 +08:00
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self.nameDi.gameObject:SetActive(true)
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2021-04-17 21:04:09 +08:00
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end
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2021-04-15 15:51:24 +08:00
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self.playerLiveView:OnOpen(GetPlayerRoleSingleConFig().Scale2)
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self.playerLiveView.name = "npc"
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2021-04-17 21:04:09 +08:00
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--角色当前的uv
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2021-04-15 15:51:24 +08:00
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self.roleCurPos = TileMapView.GetMapData():GetMapData(u, v)
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2021-04-25 16:05:11 +08:00
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LogWarn(self.roleCurPos.u.."||"..self.roleCurPos.v)
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2021-04-17 21:04:09 +08:00
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2021-04-15 15:51:24 +08:00
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self.bLeaderIsIdle = true
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self:SetWalkDir(WALK_DIR.LAUCH)
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self:HideSomeTrash()
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self:OnSortingOrderChange(self.parent.GetCurLayer())
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2021-04-17 21:04:09 +08:00
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--当前状态
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self.state = 0
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2021-04-15 15:51:24 +08:00
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PlayUIAnim(self.gameObject)
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end
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function SingleFightPlayerView:SetWalkDir(dir)
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2021-04-25 16:49:39 +08:00
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if self.playerLiveView then
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self.playerLiveView:SetWalkDir(dir)
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end
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2021-04-15 15:51:24 +08:00
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end
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function SingleFightPlayerView:SetBattleState(state)
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self.buffEffectRoot.gameObject:SetActive(state)
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end
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function SingleFightPlayerView:HideSomeTrash()
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for i = 1, 3 do
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self.buffTipList[i]:SetActive(false)
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end
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end
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function SingleFightPlayerView:OnSortingOrderChange(orginLayer)
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Util.AddParticleSortLayer(self.hitEffect, orginLayer - sortingorder)
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if #self.hurtNum > 0 then -- 初始化完成
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for i = 1, 3 do
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Util.GetGameObject(self.hurtNum[i], "anim"):GetComponent("Canvas").sortingOrder = orginLayer - sortingorder
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end
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end
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sortingorder = orginLayer
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end
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-- 撞击事件结束后的回调
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function SingleFightPlayerView:hitCallBack(pos)
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self:SetWalkDir(WALK_DIR.IDLE_FRONT)
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self.state = 0
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self.parent.BattleEnd(pos) -- 战斗结束
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if self.isSelf then
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self:SetEffect(self.selectPointPos)
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2021-04-17 21:04:09 +08:00
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self.selectPointPos = nil
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2021-04-15 15:51:24 +08:00
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end
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if self.targetTimer then
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self.targetTimer:Stop()
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self.targetTimer = nil
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end
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2021-04-17 21:04:09 +08:00
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self:SetRoleHitTarget()
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2021-04-15 15:51:24 +08:00
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self.targetTimer = Timer.New(function () -- 延迟生成下一个小怪
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2021-04-17 21:04:09 +08:00
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self.parent.LoadPointIcon(false)
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2021-04-15 15:51:24 +08:00
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end, 0.5)
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self.targetTimer:Start()
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end
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-- 随机一个位置给大爷走走
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function SingleFightPlayerView:SetRoleHitTarget()
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2021-04-19 11:58:22 +08:00
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if self.thread then
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coroutine.stop(self.thread)
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self.thread=nil
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end
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self.thread = coroutine.start(function()
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2021-04-20 14:00:53 +08:00
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--LogGreen("随机一个位置给大爷走走")
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2021-04-17 21:04:09 +08:00
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--local eventPoint = self.parent.AsideTriggerJudge(self.roleCurPos,self.isSelf)
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--self.parent.AsideTriggerJudge(self.roleCurPos,self.isSelf)
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local pos
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2021-04-22 13:59:33 +08:00
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while not pos do
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if self.isclose then
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coroutine.yield()
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end
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2021-04-17 21:04:09 +08:00
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coroutine.wait(0.01)
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pos = self:SelectTargetPos()
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2021-04-15 15:51:24 +08:00
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end
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2021-04-20 14:00:53 +08:00
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--LogGreen("选中的点:"..tostring(pos).." "..tostring(self.userId))
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2021-04-17 21:04:09 +08:00
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local pathlist = self:SetRoleWalk(pos)
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self:RoleMove(pathlist)
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2021-04-15 15:51:24 +08:00
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end)
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end
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-- 选择一个目标位置, 就近原则
|
|
|
|
|
function SingleFightPlayerView:SelectTargetPos()
|
|
|
|
|
local iconList = self.parent.RequestIconList()
|
2021-04-20 14:00:53 +08:00
|
|
|
|
--LogGreen("iconList:"..tostring(iconList))
|
2021-04-15 15:51:24 +08:00
|
|
|
|
if iconList and LengthOfTable(iconList) > 0 then
|
2021-04-20 14:00:53 +08:00
|
|
|
|
--LogGreen("iconList:"..tostring(LengthOfTable(iconList)))
|
2021-04-15 15:51:24 +08:00
|
|
|
|
local selectIconList = {}
|
|
|
|
|
local minDis = 999
|
|
|
|
|
for i, v in pairs(iconList) do
|
2021-04-17 21:04:09 +08:00
|
|
|
|
if self.parent.HasSelectIconList(i,self.userId) then
|
2021-04-15 15:51:24 +08:00
|
|
|
|
local targetU, targetV = Map_Pos2UV(i)
|
|
|
|
|
-- 计算相对距离
|
|
|
|
|
local dis = math.abs(self.roleCurPos.u - targetU) + math.abs(self.roleCurPos.v - targetV)
|
|
|
|
|
minDis = minDis <= dis and minDis or dis
|
|
|
|
|
local data = {}
|
|
|
|
|
data.dis = dis
|
|
|
|
|
data.x_axis = targetU
|
|
|
|
|
data.pos = i
|
|
|
|
|
selectIconList[#selectIconList + 1] = data
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
-- 取出目标值. 相等则要x最小的
|
|
|
|
|
if #selectIconList > 1 then
|
|
|
|
|
table.sort(selectIconList, function (a, b)
|
|
|
|
|
if a.dis == b.dis then
|
|
|
|
|
return a.x_axis < b.x_axis
|
|
|
|
|
else
|
|
|
|
|
return a.dis < b.dis
|
|
|
|
|
end
|
|
|
|
|
end )
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
-- 万一图标还没生出来
|
|
|
|
|
local targetPos = 0
|
2021-04-20 14:00:53 +08:00
|
|
|
|
--LogGreen("#selectIconList:"..#selectIconList.." self.uid:"..self.userId)
|
2021-04-15 15:51:24 +08:00
|
|
|
|
if #selectIconList > 1 then
|
2021-04-17 21:04:09 +08:00
|
|
|
|
self.parent.AddSelectIconList(selectIconList[1].pos,self.userId)
|
|
|
|
|
targetPos = self:GetTargetPos(selectIconList[1].pos)
|
|
|
|
|
self.parent.RemoveSelectIconList(self.eventPointPos)
|
2021-04-15 15:51:24 +08:00
|
|
|
|
else
|
2021-04-17 21:04:09 +08:00
|
|
|
|
self.parent.ReleaseIconList()
|
|
|
|
|
return
|
2021-04-15 15:51:24 +08:00
|
|
|
|
end
|
|
|
|
|
self.parent.ReleaseIconList()
|
|
|
|
|
return targetPos
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
-- 获取当前图标的目标值,传入图标的坐标值, 就近原则
|
|
|
|
|
function SingleFightPlayerView:GetTargetPos(iconPos)
|
|
|
|
|
local u0, v0 = Map_Pos2UV(iconPos)
|
|
|
|
|
local posList = {
|
|
|
|
|
[1] = Vector2.New(u0, v0 - 1), -- 上
|
|
|
|
|
[2] = Vector2.New(u0, v0 + 1), -- 下
|
|
|
|
|
[3] = Vector2.New(u0 - 1, v0), -- 左
|
|
|
|
|
[4] = Vector2.New(u0 + 1, v0), -- 右
|
|
|
|
|
}
|
|
|
|
|
local newList = {}
|
|
|
|
|
|
|
|
|
|
for i = 1, 4 do
|
|
|
|
|
local dis = math.abs(self.roleCurPos.u - posList[i].x) + math.abs(self.roleCurPos.v - posList[i].y)
|
|
|
|
|
local data = {}
|
|
|
|
|
data.dis = dis
|
|
|
|
|
data.axis = posList[i]
|
|
|
|
|
data.index = i
|
|
|
|
|
newList[#newList + 1] = data
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
if #newList > 1 then
|
|
|
|
|
table.sort(newList, function (a, b)
|
|
|
|
|
if a.dis == b.dis then
|
|
|
|
|
return a.axis.x < b.axis.x
|
|
|
|
|
else
|
|
|
|
|
return a.dis < b.dis
|
|
|
|
|
end
|
|
|
|
|
end)
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
local pos = posList[newList[1].index]
|
|
|
|
|
return pos
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
function SingleFightPlayerView:SetRoleWalk(targetPos)
|
2021-04-17 21:04:09 +08:00
|
|
|
|
local funcCanPass = function(data)
|
|
|
|
|
return data.val <= 1
|
|
|
|
|
end
|
2021-04-15 15:51:24 +08:00
|
|
|
|
local pathList = TileMapView.ShowPath(self.roleCurPos.u, self.roleCurPos.v, targetPos.x, targetPos.y, funcCanPass)
|
|
|
|
|
TileMapView.ClearPath()
|
|
|
|
|
return pathList
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
function SingleFightPlayerView:RoleMove(pathList)
|
|
|
|
|
if not pathList or #pathList == 0 then
|
2021-04-17 21:04:09 +08:00
|
|
|
|
self.parent.AsideTriggerJudge(self.roleCurPos,self.isSelf,self)
|
2021-04-15 15:51:24 +08:00
|
|
|
|
return
|
|
|
|
|
end
|
|
|
|
|
|
2021-04-17 21:04:09 +08:00
|
|
|
|
-- --把最终回调最先入栈
|
|
|
|
|
-- self.callList:Push(function ()
|
|
|
|
|
-- local eventPoint = self.parent.AsideTriggerJudge(self.roleCurPos,self.isSelf,self)
|
|
|
|
|
-- self:RoleWalkEnd(eventPoint)
|
|
|
|
|
-- end)
|
2021-04-15 15:51:24 +08:00
|
|
|
|
|
|
|
|
|
for i=1, #pathList-1 do --最后的点为起点,不处理
|
|
|
|
|
local data = pathList[i]
|
|
|
|
|
local v3 = TileMapView.GetLiveTilePos(data.u, data.v)
|
|
|
|
|
self.callList:Push(function ()
|
|
|
|
|
self:SetRoleDirAction(data.u, data.v)
|
|
|
|
|
self.roleCurPos = data
|
2021-04-19 18:20:57 +08:00
|
|
|
|
local speed = 0.5
|
2021-04-15 15:51:24 +08:00
|
|
|
|
self.gameObject.transform:DOLocalMove(Vector3(v3.x, v3.y, v3.z - 10), speed, false):OnStart(function () end):OnUpdate(function() --TODO:测试速度
|
|
|
|
|
self:PlayStepSound()
|
|
|
|
|
if self.isSelf then
|
|
|
|
|
local v4 = self.gameObject.transform.localPosition
|
|
|
|
|
v4.z = TileMapView.ViewCameraPos.z
|
|
|
|
|
TileMapView.SetCameraPos(v4)
|
|
|
|
|
end
|
|
|
|
|
end):OnComplete(function ()
|
2021-04-17 21:04:09 +08:00
|
|
|
|
self.parent.AsideTriggerJudge(data,self.isSelf,self)
|
|
|
|
|
--self:SetRoleHitTarget()
|
|
|
|
|
if self.state == 0 then
|
|
|
|
|
self:StackPop()
|
|
|
|
|
end
|
2021-04-15 15:51:24 +08:00
|
|
|
|
end):SetEase(Ease.Linear)
|
|
|
|
|
end)
|
|
|
|
|
end
|
|
|
|
|
self:StackPop()
|
|
|
|
|
self:PlayerMove()
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
function SingleFightPlayerView:PlayerMove()
|
|
|
|
|
self.bLeaderIsIdle = false
|
|
|
|
|
end
|
|
|
|
|
function SingleFightPlayerView:PlayStepSound()
|
|
|
|
|
local curTimeStamp = GetTimeStamp()
|
|
|
|
|
if curTimeStamp - self._PlayTimeStamp >= 0.3 then
|
|
|
|
|
self._PlayTimeStamp = curTimeStamp
|
|
|
|
|
SoundManager.PlaySound(SoundConfig.Sound_FootStep..math.random(1,7))
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
-- 角色行走结束
|
|
|
|
|
function SingleFightPlayerView:RoleWalkEnd(eventPoint)
|
|
|
|
|
self.callList:Clear()
|
|
|
|
|
self:PlayerIdle()
|
2021-04-19 11:58:22 +08:00
|
|
|
|
if self.eventPointPos then
|
|
|
|
|
local iconType = self.eventPointPos.iconId or -1
|
2021-04-17 21:04:09 +08:00
|
|
|
|
if iconType == -1 then
|
2021-04-19 11:58:22 +08:00
|
|
|
|
self.selectPointPos = Map_UV2Pos(self.eventPointPos.roleCurPos.u,self.eventPointPos.roleCurPos.v)
|
2021-04-17 21:04:09 +08:00
|
|
|
|
else
|
|
|
|
|
self.selectPointPos = eventPoint.pos
|
|
|
|
|
end
|
2021-04-20 14:00:53 +08:00
|
|
|
|
--LogGreen("eventPoint.pos:"..tostring(self.selectPointPos))
|
2021-04-15 15:51:24 +08:00
|
|
|
|
-- 检测方向
|
2021-04-17 21:04:09 +08:00
|
|
|
|
self:SetRoleDir(self.roleCurPos.u * 256 + self.roleCurPos.v, self.selectPointPos)
|
2021-04-15 15:51:24 +08:00
|
|
|
|
-- 设置角色纵深
|
2021-04-17 21:04:09 +08:00
|
|
|
|
self:SetRoleLayer(self:IsRoleFront(self.selectPointPos))
|
2021-04-15 15:51:24 +08:00
|
|
|
|
self:SetIconShow(eventPoint)
|
|
|
|
|
else
|
|
|
|
|
self:SetRoleHitTarget()
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
---检查角色与图标的纵深关系
|
|
|
|
|
function SingleFightPlayerView:IsRoleFront(pos)
|
|
|
|
|
local v0 = self.roleCurPos.v
|
|
|
|
|
local u, v = Map_Pos2UV(pos)
|
|
|
|
|
return v0 >= v
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
function SingleFightPlayerView:PlayerIdle()
|
|
|
|
|
self.bLeaderIsIdle = true
|
|
|
|
|
if self.SkeletonGraphic and self.SkeletonGraphic.AnimationState then
|
|
|
|
|
self.SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
|
|
|
|
|
self.SkeletonGraphic.transform.localEulerAngles = Vector3.zero
|
|
|
|
|
end
|
|
|
|
|
self.curDir = nil
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
-- 角色停止行走时的朝向
|
|
|
|
|
function SingleFightPlayerView:SetRoleDir(rolePos, iconPos)
|
|
|
|
|
local u0, v0 = Map_Pos2UV(rolePos)
|
|
|
|
|
local u, v = Map_Pos2UV(iconPos)
|
|
|
|
|
if v0 == v then
|
|
|
|
|
if u0 > u then
|
|
|
|
|
self.m_roleFaceDir = Vector2.New(-1, 0)
|
2021-04-20 14:00:53 +08:00
|
|
|
|
--LogGreen("他要朝左左左左左")
|
2021-04-15 15:51:24 +08:00
|
|
|
|
self.eventpoint = 3
|
|
|
|
|
else
|
|
|
|
|
self.m_roleFaceDir = Vector2.New(1, 0)
|
2021-04-20 14:00:53 +08:00
|
|
|
|
--LogGreen("他要朝右右右右")
|
2021-04-15 15:51:24 +08:00
|
|
|
|
self.eventpoint = 4
|
|
|
|
|
end
|
|
|
|
|
else
|
|
|
|
|
if v0 > v then
|
|
|
|
|
self.m_roleFaceDir = Vector2.New(0, 1)
|
2021-04-20 14:00:53 +08:00
|
|
|
|
--LogGreen("他要朝上上上上")
|
2021-04-19 18:20:57 +08:00
|
|
|
|
self.eventpoint = 2
|
2021-04-15 15:51:24 +08:00
|
|
|
|
else
|
|
|
|
|
self.m_roleFaceDir = Vector2.New(0, -1)
|
2021-04-20 14:00:53 +08:00
|
|
|
|
--LogGreen("他要朝下下下下下下")
|
2021-04-19 18:20:57 +08:00
|
|
|
|
self.eventpoint = 1
|
2021-04-15 15:51:24 +08:00
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
self:SetWalkDir(self.eventpoint)
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
---设置角色纵深
|
|
|
|
|
---@param isFront 设置是否角色在前
|
|
|
|
|
function SingleFightPlayerView:SetRoleLayer(isFront)
|
|
|
|
|
local z_axis = isFront and -10 or 10
|
|
|
|
|
local v3 = self.gameObject.transform.localPosition
|
|
|
|
|
self.gameObject.transform.localPosition = Vector3(v3.x, v3.y, z_axis)
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
-- 角色相关
|
|
|
|
|
function SingleFightPlayerView:SetRoleDirAction(u, v, isBack)
|
|
|
|
|
local dU = isBack and self.roleCurPos.u - u or u - self.roleCurPos.u
|
|
|
|
|
local dV = isBack and self.roleCurPos.v - v or v - self.roleCurPos.v
|
|
|
|
|
|
|
|
|
|
if dU > 0 then
|
|
|
|
|
self:SetWalkDir(WALK_DIR.RUN_RIGHT)
|
|
|
|
|
elseif dU < 0 then
|
|
|
|
|
self:SetWalkDir(WALK_DIR.RUN_LEFT)
|
|
|
|
|
elseif dV < 0 then
|
|
|
|
|
self:SetWalkDir(WALK_DIR.RUN_UP)
|
|
|
|
|
elseif dV > 0 then
|
|
|
|
|
self:SetWalkDir(WALK_DIR.RUN_DOWN)
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
function SingleFightPlayerView:StackPop()
|
|
|
|
|
if self.callList:Count() > 0 then
|
|
|
|
|
self.callList:Pop()()
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
-- 设置遇到图标时的表现
|
|
|
|
|
function SingleFightPlayerView:SetIconShow(_eventpoint)
|
2021-04-19 11:58:22 +08:00
|
|
|
|
local iconType = self.eventPointPos.iconId or -1
|
2021-04-20 14:00:53 +08:00
|
|
|
|
--LogGreen("iconType:"..iconType)
|
2021-04-15 15:51:24 +08:00
|
|
|
|
local index = (self.eventpoint == 4 or self.eventpoint == 1) and 4 or 3
|
|
|
|
|
if iconType == -1 then
|
|
|
|
|
--显示对话框
|
|
|
|
|
self.dialogueRoot.gameObject:SetActive(true)
|
|
|
|
|
self.dialogueRoot.transform.localEulerAngles = Vector3.New(0, m_roleTextPos[index].angleOffset, 0)
|
|
|
|
|
self.context.transform.localEulerAngles = Vector3.New(0, m_roleTextPos[index].angleOffset, 0)
|
|
|
|
|
self.dialogueRoot.transform.localPosition = m_roleTextPos[index].pos
|
|
|
|
|
local str = ""
|
|
|
|
|
local strList = {}
|
|
|
|
|
if self.isSelf then
|
|
|
|
|
str = ConfigManager.GetConfigData(ConfigName.SpecialConfig,111).Value
|
|
|
|
|
else
|
|
|
|
|
str = ConfigManager.GetConfigData(ConfigName.SpecialConfig,112).Value
|
|
|
|
|
end
|
|
|
|
|
strList = string.split(str,"#")
|
|
|
|
|
self.context.text = strList[FightPointPassManager.randomNum] or "你好"
|
|
|
|
|
self:NotBattleShow()
|
|
|
|
|
elseif iconType == 8 or iconType == 11 then -- 宝箱
|
|
|
|
|
self:SetWalkDir(WALK_DIR.JINGYA)
|
|
|
|
|
if self.isSelf then
|
|
|
|
|
self.dialogueRoot.gameObject:SetActive(true)
|
|
|
|
|
self.dialogueRoot.transform.localEulerAngles = Vector3.New(0, m_roleTextPos[index].angleOffset, 0)
|
|
|
|
|
self.context.transform.localEulerAngles = Vector3.New(0, m_roleTextPos[index].angleOffset, 0)
|
|
|
|
|
self.dialogueRoot.transform.localPosition = m_roleTextPos[index].pos
|
|
|
|
|
local str = ""
|
|
|
|
|
local strList = {}
|
|
|
|
|
str = ConfigManager.GetConfigData(ConfigName.MainMapIconConfig,iconType).Desc
|
|
|
|
|
strList = string.split(str,"#")
|
|
|
|
|
local num = math.random(1,#strList)
|
|
|
|
|
self.context.text = strList[num]
|
2021-04-17 21:04:09 +08:00
|
|
|
|
local boxPos = self.selectPointPos
|
|
|
|
|
Timer.New(function()
|
2021-04-20 14:52:02 +08:00
|
|
|
|
if self.state == 1 then
|
|
|
|
|
self:SetEffect(boxPos)
|
|
|
|
|
end
|
2021-04-17 21:04:09 +08:00
|
|
|
|
end,1.5):Start()
|
|
|
|
|
end
|
2021-04-15 15:51:24 +08:00
|
|
|
|
self:NotBattleShow()
|
|
|
|
|
elseif iconType == 7 then -- NPC, 不一样的BB
|
|
|
|
|
self:SetWalkDir(WALK_DIR.JINGYA)
|
|
|
|
|
if self.isSelf then
|
|
|
|
|
local str, str1 = ""
|
|
|
|
|
local strList,strList1 = {}
|
|
|
|
|
str = ConfigManager.GetConfigData(ConfigName.MainMapIconConfig,iconType).Desc
|
|
|
|
|
str1 = ConfigManager.GetConfigData(ConfigName.MainMapIconConfig,iconType).DescNPC
|
|
|
|
|
strList = string.split(str,"#")
|
|
|
|
|
strList1 = string.split(str1,"#")
|
|
|
|
|
local num = math.random(1,#strList)
|
|
|
|
|
|
|
|
|
|
self.dialogueRoot.gameObject:SetActive(true)
|
|
|
|
|
self.dialogueRoot.transform.localEulerAngles = Vector3.New(0, m_roleTextPos[index].angleOffset, 0)
|
|
|
|
|
self.context.transform.localEulerAngles = Vector3.New(0, m_roleTextPos[index].angleOffset, 0)
|
|
|
|
|
self.dialogueRoot.transform.localPosition = m_roleTextPos[index].pos
|
|
|
|
|
self.context.text = strList[num]
|
|
|
|
|
|
|
|
|
|
-- 设置老头
|
|
|
|
|
local oldManAngle = Vector3.New(0, m_oldManTextPos[index].angleOffset, 0)
|
2021-04-19 11:58:22 +08:00
|
|
|
|
self.eventPointPos:SetDialogueDir(m_oldManTextPos[index].pos, oldManAngle)
|
2021-04-19 18:20:57 +08:00
|
|
|
|
self.eventPointPos:ShowDialogue(false)
|
2021-04-19 11:58:22 +08:00
|
|
|
|
self.eventPointPos:SetDialogueStr(strList1[num])
|
2021-04-19 18:20:57 +08:00
|
|
|
|
Timer.New(function()
|
|
|
|
|
self.dialogueRoot.gameObject:SetActive(false)
|
2021-04-20 14:52:02 +08:00
|
|
|
|
if self.state == 1 then
|
|
|
|
|
self.eventPointPos:ShowDialogue(true)
|
|
|
|
|
self:NotBattleShow()
|
|
|
|
|
end
|
2021-04-19 18:20:57 +08:00
|
|
|
|
end,1):Start()
|
|
|
|
|
else
|
|
|
|
|
self:NotBattleShow()
|
2021-04-15 15:51:24 +08:00
|
|
|
|
end
|
|
|
|
|
self:NotBattleShow()
|
|
|
|
|
else -- 战斗
|
|
|
|
|
-- 设置战斗状态
|
|
|
|
|
self:EnterBattle()
|
|
|
|
|
self.dialogueRoot.gameObject:SetActive(false)
|
|
|
|
|
self:private_ShakeByTimes(_eventpoint, self.m_roleFaceDir, mapIconConfig[iconType].HurtNum,1,function()
|
|
|
|
|
self:hitCallBack(_eventpoint.pos)
|
|
|
|
|
end)
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
-- 宝箱特效的位置
|
|
|
|
|
local boxEffectPos = {
|
|
|
|
|
[1] = Vector3.New(44, 140, 0),
|
|
|
|
|
[2] = Vector3.New(35, 188, 0),
|
|
|
|
|
[3] = Vector3.New(169, 168, 0),
|
|
|
|
|
}
|
2021-04-16 16:22:15 +08:00
|
|
|
|
|
2021-04-15 15:51:24 +08:00
|
|
|
|
function SingleFightPlayerView:SetEffect(pos)
|
|
|
|
|
local boxState = FightPointPassManager.GetBoxState()
|
|
|
|
|
boxState = boxState == 0 and 1 or boxState
|
|
|
|
|
local tartPos = boxEffectPos[boxState]
|
|
|
|
|
|
2021-04-20 14:00:53 +08:00
|
|
|
|
--LogGreen("boxState:" ..boxState)
|
2021-04-17 21:04:09 +08:00
|
|
|
|
if self.parent.moneyEffect then
|
2021-04-15 15:51:24 +08:00
|
|
|
|
self.parent.moneyEffect:GetComponent("RectTransform").anchoredPosition = SetObjPosByUV(pos)
|
|
|
|
|
Util.ClearTrailRender(self.parent.moneyEffect)
|
|
|
|
|
self:SetBoxEffect(false, Vector3.zero)
|
2021-04-25 16:11:00 +08:00
|
|
|
|
self.parent.moneyEffect:SetActive(true)
|
2021-04-15 15:51:24 +08:00
|
|
|
|
self.parent.moneyEffect:GetComponent("RectTransform"):DOAnchorPos(Vector2.New(tartPos.x + 88, tartPos.y + 359), 0.6, false):OnComplete(function ()
|
|
|
|
|
self:SetBoxEffect(true, boxState)
|
2021-04-25 16:11:00 +08:00
|
|
|
|
self.parent.moneyEffect:SetActive(false)
|
2021-04-15 15:51:24 +08:00
|
|
|
|
end)
|
|
|
|
|
end
|
|
|
|
|
SoundManager.PlaySound(SoundConfig.Sound_FightArea_Gold)
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
-- 设置宝箱特效s
|
|
|
|
|
function SingleFightPlayerView:SetBoxEffect(isShow, state)
|
|
|
|
|
if not isShow then
|
|
|
|
|
if self.parent.boxEffect then
|
|
|
|
|
self.parent.boxEffect:SetActive(false)
|
|
|
|
|
end
|
|
|
|
|
else
|
|
|
|
|
self.parent.boxEffect.transform.localPosition = boxEffectPos[state]
|
|
|
|
|
self.parent.boxEffect:SetActive(true)
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
function SingleFightPlayerView:private_ShakeByTimes(_point, roleFaceDir, shakeTime, index, func)
|
|
|
|
|
local point = _point.event
|
|
|
|
|
local icon = point.go
|
|
|
|
|
local start = index
|
|
|
|
|
local iconType = point.iconId
|
|
|
|
|
local leftNum = math.floor(start % 2)
|
|
|
|
|
-- 主动打击者
|
|
|
|
|
local go = leftNum == 1 and self.roleRoot or icon
|
|
|
|
|
|
|
|
|
|
-- 受击对象
|
|
|
|
|
local hurtGo = leftNum ~= 1 and self.roleRoot or Util.GetGameObject(icon, "root")
|
|
|
|
|
|
|
|
|
|
local isReverse = leftNum == 0
|
|
|
|
|
local objPos = isReverse and self.roleCurPos.u * 256 + self.roleCurPos.v or _point.pos
|
|
|
|
|
|
|
|
|
|
local end_callBack = function() -- 受击结束动画
|
|
|
|
|
self.hitEffect:SetActive(false)
|
2021-04-20 14:00:53 +08:00
|
|
|
|
--LogGreen("end_callBack:"..start)
|
2021-04-15 15:51:24 +08:00
|
|
|
|
if start >= shakeTime then
|
|
|
|
|
-- 执行最终回调
|
|
|
|
|
func()
|
|
|
|
|
return
|
|
|
|
|
else
|
|
|
|
|
start = start + 1
|
|
|
|
|
self:private_ShakeByTimes(_point, roleFaceDir, shakeTime, start, func)
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
local mid_callBack = function() -- 打击时间点
|
2021-04-20 14:00:53 +08:00
|
|
|
|
--LogGreen("mid_callBack:")
|
2021-04-15 15:51:24 +08:00
|
|
|
|
self:private_BloodBlood(objPos, start, iconType, isReverse, 0)
|
|
|
|
|
self:pravite_PlayHitEffect(objPos)
|
|
|
|
|
if point then
|
|
|
|
|
point:SetPointAnimation(iconType, 2)
|
|
|
|
|
end
|
|
|
|
|
--整个东西缩一下
|
|
|
|
|
self:PlayScale(hurtGo, 0.7)
|
|
|
|
|
|
|
|
|
|
SoundManager.PlaySound(SoundConfig.Sound_FightArea_Attack[math.random(1, #SoundConfig.Sound_FightArea_Attack)])
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
local func = function()
|
|
|
|
|
self:pravite_ShakeObjOnce(go, isReverse, roleFaceDir, end_callBack, mid_callBack)
|
|
|
|
|
end
|
|
|
|
|
if self.callbackTimer then
|
|
|
|
|
self.callbackTimer:Stop()
|
|
|
|
|
self.callbackTimer = nil
|
|
|
|
|
end
|
|
|
|
|
self.callbackTimer = Timer.New(function ()
|
|
|
|
|
func()
|
|
|
|
|
end, 0.2)
|
|
|
|
|
self.callbackTimer:Start()
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
-- 怪物被打得吐血
|
|
|
|
|
--- @param showType 参数为0时表示为掉血,参数大于0时表示为补血
|
|
|
|
|
function SingleFightPlayerView:private_BloodBlood(objPos, index, iconType, isMonster, showType, func)
|
|
|
|
|
local go = self.hurtNum[math.floor(index % 3 + 1)]
|
|
|
|
|
|
|
|
|
|
-- 吐血随机值
|
|
|
|
|
local hurtNum, isCritical = iconAction.pravite_GetHurtValue(isMonster, iconType, showType)
|
|
|
|
|
local v2 = SetObjPosByUV(objPos)
|
|
|
|
|
go:GetComponent("RectTransform").anchoredPosition3D = Vector3.New(v2.x, v2.y, 0) + Vector3.New(0, 120, 0)
|
|
|
|
|
Util.GetGameObject(go, "anim/Image"):SetActive(false)
|
|
|
|
|
Util.GetGameObject(go, "anim/anim"):GetComponent("Text").text = iconAction.DecodeHurt(hurtNum, isCritical, showType)
|
2021-04-19 11:58:22 +08:00
|
|
|
|
go:SetActive(true)
|
2021-04-15 15:51:24 +08:00
|
|
|
|
|
|
|
|
|
self.hurtNumTimer = nil
|
|
|
|
|
self.hurtNumTimer = Timer.New(function()
|
|
|
|
|
if go then
|
|
|
|
|
go:SetActive(false)
|
|
|
|
|
end
|
|
|
|
|
if func then func() end
|
|
|
|
|
end, 1.5)
|
|
|
|
|
self.hurtNumTimer:Start()
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
-- 震动动画
|
|
|
|
|
function SingleFightPlayerView:pravite_ShakeObjOnce(go, isReverse, roleFaceDir, func, mid_func)
|
2021-04-25 16:49:39 +08:00
|
|
|
|
if self.isclose then
|
|
|
|
|
return
|
|
|
|
|
end
|
2021-04-20 14:00:53 +08:00
|
|
|
|
--LogGreen("pravite_ShakeObjOnce:"..go.name.." isReverse:"..tostring(isReverse).." roleFaceDir:"..tostring(roleFaceDir))
|
2021-04-15 15:51:24 +08:00
|
|
|
|
local offSet = isReverse and 90 or 120
|
|
|
|
|
offSet = offSet / math.min(Screen.width/1080, Screen.height/1920)
|
|
|
|
|
|
|
|
|
|
if go then
|
2021-04-22 13:59:33 +08:00
|
|
|
|
local originPos = go:GetComponent("RectTransform").anchoredPosition
|
|
|
|
|
local value = isReverse and -1 or 1
|
|
|
|
|
local targetPos = originPos + Vector2.New(offSet * roleFaceDir.x * value, offSet * roleFaceDir.y * value)
|
2021-04-15 15:51:24 +08:00
|
|
|
|
go:GetComponent("RectTransform"):DOAnchorPos(targetPos, 0.1, false):OnComplete(function ()
|
|
|
|
|
if mid_func then mid_func() end
|
|
|
|
|
go:GetComponent("RectTransform"):DOAnchorPos(originPos, 0.1, false):OnComplete(function ()
|
|
|
|
|
if func then func() end
|
|
|
|
|
end)
|
|
|
|
|
end)
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
-- 缩放
|
|
|
|
|
function SingleFightPlayerView:PlayScale(go, scale)
|
2021-04-25 16:49:39 +08:00
|
|
|
|
if self.isclose then
|
|
|
|
|
return
|
|
|
|
|
end
|
2021-04-15 15:51:24 +08:00
|
|
|
|
if go then
|
|
|
|
|
local originScale = go.transform.localScale
|
|
|
|
|
go.transform:DOScale(originScale * scale, 0.1):OnComplete(function ()
|
|
|
|
|
go.transform:DOScale(originScale, 0.1)
|
|
|
|
|
end)
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
-- 受击特效
|
|
|
|
|
function SingleFightPlayerView:pravite_PlayHitEffect(pos)
|
|
|
|
|
--local u, v = Map_Pos2UV(pos)
|
|
|
|
|
--local v2 = RectTransformUtility.WorldToScreenPoint(TileMapView.GetCamera(), TileMapView.GetLiveTilePos(u, v))
|
|
|
|
|
--v2 = v2 / math.min(Screen.width/1080, Screen.height/1920)
|
2021-04-20 14:00:53 +08:00
|
|
|
|
--LogGreen("self.hitEffect:")
|
2021-04-15 15:51:24 +08:00
|
|
|
|
self.hitEffect.transform.localPosition = SetObjPosByUV(pos)
|
2021-04-19 11:58:22 +08:00
|
|
|
|
self.hitEffect:SetActive(true)
|
2021-04-15 15:51:24 +08:00
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
-- 不是战斗的表现
|
|
|
|
|
function SingleFightPlayerView:NotBattleShow()
|
|
|
|
|
if self.battleTimer then
|
|
|
|
|
self.battleTimer:Stop()
|
2021-04-17 21:04:09 +08:00
|
|
|
|
self.battleTimer = nil
|
2021-04-15 15:51:24 +08:00
|
|
|
|
end
|
|
|
|
|
if self.targetTimer then
|
|
|
|
|
self.targetTimer:Stop()
|
|
|
|
|
self.targetTimer = nil
|
|
|
|
|
end
|
|
|
|
|
self.battleTimer = Timer.New(function ()
|
2021-04-17 21:04:09 +08:00
|
|
|
|
self.dialogueRoot.gameObject:SetActive(false)
|
2021-04-15 15:51:24 +08:00
|
|
|
|
self.parent.BattleEnd(self.selectPointPos)
|
|
|
|
|
self:SetRoleLayer(true)
|
|
|
|
|
self:SetBattleState(false)
|
|
|
|
|
self.targetTimer = Timer.New(function ()
|
|
|
|
|
self.parent.LoadPointIcon(false)
|
|
|
|
|
self:SetRoleHitTarget()
|
2021-04-17 21:04:09 +08:00
|
|
|
|
self.state = 0
|
|
|
|
|
self.selectPointPos = nil
|
|
|
|
|
self.eventPointPos = nil
|
2021-04-15 15:51:24 +08:00
|
|
|
|
end, 0.5)
|
|
|
|
|
self.targetTimer:Start()
|
|
|
|
|
end, 1)
|
|
|
|
|
self.battleTimer:Start()
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
-- 进入战斗状态
|
|
|
|
|
function SingleFightPlayerView:EnterBattle()
|
|
|
|
|
self:SetBattleState(true)
|
|
|
|
|
end
|
|
|
|
|
|
2021-04-19 11:58:22 +08:00
|
|
|
|
function SingleFightPlayerView:StopAction()
|
|
|
|
|
self.callList:Clear()
|
|
|
|
|
self:SetWalkDir(WALK_DIR.IDLE_FRONT)
|
|
|
|
|
self.hitEffect:SetActive(false)
|
|
|
|
|
for i = 1, #self.hurtNum do
|
|
|
|
|
self.hurtNum[i].gameObject:SetActive(false)
|
2021-04-15 15:51:24 +08:00
|
|
|
|
end
|
|
|
|
|
if self.targetTimer then
|
|
|
|
|
self.targetTimer:Stop()
|
|
|
|
|
self.targetTimer = nil
|
|
|
|
|
end
|
|
|
|
|
if self.callbackTimer then
|
|
|
|
|
self.callbackTimer:Stop()
|
|
|
|
|
self.callbackTimer = nil
|
|
|
|
|
end
|
|
|
|
|
if self.hurtNumTimer then
|
|
|
|
|
self.hurtNumTimer:Stop()
|
|
|
|
|
self.hurtNumTimer = nil
|
|
|
|
|
end
|
|
|
|
|
if self.battleTimer then
|
|
|
|
|
self.battleTimer:Stop()
|
|
|
|
|
self.battleTimer = nil
|
|
|
|
|
end
|
2021-04-19 11:58:22 +08:00
|
|
|
|
|
2021-04-20 14:00:53 +08:00
|
|
|
|
--LogGreen("停止协程")
|
2021-04-19 11:58:22 +08:00
|
|
|
|
if self.thread then
|
|
|
|
|
coroutine.stop(self.thread)
|
|
|
|
|
self.thread = nil
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
function SingleFightPlayerView:OnClose()
|
2021-04-22 13:59:33 +08:00
|
|
|
|
self.isclose = true
|
2021-04-20 14:52:02 +08:00
|
|
|
|
self.dialogueRoot.gameObject:SetActive(false)
|
2021-04-19 11:58:22 +08:00
|
|
|
|
self:StopAction()
|
|
|
|
|
self.buffTipList = {}
|
|
|
|
|
if self.playerLiveView then
|
|
|
|
|
self.playerLiveView:OnClose()
|
|
|
|
|
self.playerLiveView = nil
|
|
|
|
|
end
|
|
|
|
|
|
2021-04-17 21:04:09 +08:00
|
|
|
|
--角色当前方向
|
|
|
|
|
self.curDir = nil
|
|
|
|
|
--当前选中点的位置
|
|
|
|
|
self.selectPointPos = 0
|
|
|
|
|
--角色停止行走时的朝向
|
|
|
|
|
self.eventpoint = 0
|
|
|
|
|
--当前触发的事件点
|
|
|
|
|
self.eventPointPos = nil
|
|
|
|
|
self.state = 0
|
2021-04-15 15:51:24 +08:00
|
|
|
|
end
|
|
|
|
|
return SingleFightPlayerView
|