【挂机演示优化】挂机界面增加其他玩家

dev_chengFeng
jiaoyangna 2021-04-15 15:51:24 +08:00
parent 74cc1c48f3
commit 3738137554
17 changed files with 98435 additions and 74435 deletions

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@ -399,6 +399,7 @@ SubUIConfig = {
PlayerInfoView = { name = "PlayerInfoView",assetName = "PlayerInfoView",script = "View/PlayerInfoView" }, -- 玩家信息条
RewardPanel = { name = "RewardPanel",assetName = "RewardPanel",script = "View/RewardPanel" }, -- --奖励预览
MoneyNumView = { name = "MoneyNumView",assetName = "MoneyNumView",script = "View/MoneyNumView" }, -- 各币种钱数显示
SingleFightPlayerView = { name = "SingleFightPlayerView",assetName = "SingleFightPlayerView",script = "View/SingleFightPlayerView" }, -- 挂机界面一个人
[1] = {name = "EveryDayGift",assetName = "EveryDayGift",script = "Modules/Recharge/View/EveryDayGift"},
[2] = {name = "GiftPre",assetName = "GiftPre",script = "Modules/Recharge/View/GiftPre"},
[3] = {name = "RechargeView",assetName = "RechargeView",script = "Modules/Recharge/View/RechargeView"},

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@ -20,8 +20,11 @@ local function createPanel(uiConfig, parent)
transform:SetParent(parent)
transform.localScale = Vector3.one
local recTransform = transform:GetComponent("RectTransform")
recTransform.anchoredPosition3D = Vector3.New(0, 0, 0)
recTransform.sizeDelta = Vector2.New(0, 0)
if recTransform then
recTransform.anchoredPosition3D = Vector3.New(0, 0, 0)
recTransform.sizeDelta = Vector2.New(0, 0)
end
transform.localRotation = Quaternion.identity
if GetCurLanguage()~=0 then
local textArr=gameObject:GetComponentsInChildren(typeof(UnityEngine.UI.Text),true);

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@ -7,6 +7,8 @@ local this = Game
--初始化完成,发送链接服务器信息--
function Game.Initialize()
math.randomseed(os.time())
this.CurPlatform = tostring(UnityEngine.Application.platform)
U3d.Application.runInBackground = true
Screen.sleepTimeout = U3d.SleepTimeout.NeverSleep

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@ -4,6 +4,7 @@ local mainLevelConfig = ConfigManager.GetConfig(ConfigName.MainLevelConfig)
-- 火洞吊裸
local Huo_Dong_Diao_Luo = ConfigManager.GetConfig(ConfigName.ActivityDropReward)
local rewardGroupConfig = ConfigManager.GetConfig(ConfigName.RewardGroup)
this.talkingTime = 0 --对话时间
-- 挂机物品栏位对应vip数值加成特权
local _ItemIdToVipPrivilege = {
[14] = 1,
@ -19,6 +20,8 @@ local CHATER_STATE = "CHATER_STATE"
local OLD_ID = "OLD_ID"
local isOpenRewardUpTip = false
this.randomNum = 1
function this.Initialize()
this.curOpenFight = 1011 -- 当前开启的关卡
this.lastPassFightId = 1011 -- 上一关的ID

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@ -97,29 +97,39 @@ end
--- 遇见一个宝箱
--- @parame iconType 图标类型
--- @parame roleFaceDir 角色朝向
function this.public_MeGetBaby(iconType, roleFaceDir, point, func)
function this.public_MeGetBaby(iconType, roleFaceDir, point, func, isSelf)
actionCallBack = nil
if func then actionCallBack = func end
simpleTalk = true
-- 对话次数
local talktimes = 1
this.private_SetDialogueBoxDir(roleFaceDir, point, false)
this.private_StartBB(talktimes, iconType, point)
if isSelf then
simpleTalk = true
-- 对话次数
local talktimes = 1
this.private_SetDialogueBoxDir(roleFaceDir, point, false)
this.private_StartBB(talktimes, iconType, point)
else
if actionCallBack then
actionCallBack()
end
end
end
--- 遇见一个老大爷
--- @parame iconType 图标类型
--- @parame roleFaceDir 角色朝向
function this.public_MeetYourGrandPa(iconType, roleFaceDir, point, func)
function this.public_MeetYourGrandPa(iconType, roleFaceDir, point, func, isSelf)
actionCallBack = nil
if func then actionCallBack = func end
simpleTalk = true
-- 对话次数
local talktimes = 3
this.private_SetDialogueBoxDir(roleFaceDir, point, true)
this.private_StartBB(talktimes, iconType, point)
if isSelf then
simpleTalk = true
-- 对话次数
local talktimes = 3
this.private_SetDialogueBoxDir(roleFaceDir, point, true)
this.private_StartBB(talktimes, iconType, point)
else
if actionCallBack then
actionCallBack()
end
end
end
--- 进入战斗
@ -136,8 +146,6 @@ function this.public_SetBattleTimes(point, roleFaceDir, battleTimes, roleCurPosI
if selectPointPos then
m_selectPointPos = selectPointPos
end
-- 开始战斗
this.private_StartBattle(point, roleFaceDir, battleTimes)
end

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@ -332,7 +332,9 @@ end
local pathCache = {}
function this.ShowPath(u, v, targetU, targetV, funcCanPass)
this.ClearPath()
if this.IsOutArea(targetU, targetV) then return end
if this.IsOutArea(targetU, targetV) then
return
end
local list = _mapData:FindPath(_mapData:GetMapData(u, v), _mapData:GetMapData(targetU, targetV), funcCanPass)
if list == nil or #list <= 1 then
return nil
@ -456,6 +458,9 @@ end
--矩形排列算法以左上角为原点建立uv坐标
function this.DrawTilePos(u, v)
print(_offsetAngle)
print(_offsetAngleValue)
print(_tileSize.x, _tileSize.y)
return Quaternion.Euler(0,0, _offsetAngle) * Vector3.New(u * _tileSize.x, v * -_tileSize.y, 0) * _offsetAngleValue
end

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@ -220,6 +220,9 @@ end
function MapPointView:SetPointAnimation(iconId, index)
-- 特效资源无动画
if MapPointView:IsEffectRes(iconId) then return end
if not self.live then
return
end
local skeleton = self.live:GetComponent("SkeletonGraphic")
local animation = ANIMATION[iconId]
if animation then
@ -234,6 +237,10 @@ end
function MapPointView:Dispose()
self.hadExit = true
if self.timer then
self.timer:Stop()
self.timer = nil
end
-- 特效资源的销毁
if MapPointView:IsEffectRes(self.iconId) then
if self.live and not self.hadDispose then

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@ -619,7 +619,7 @@ function this.StarBattleUpLvTipTime(type)
if type == 1 and curMianPanleLoginShowTipNum < noShowBattleUpLvTipMaxNum then--主界面
battleUpLvTipTime = Timer.New(function()
curSecound = curSecound + 1
-- LogGreen("主界面停留 "..curSecound)
-- ----LogGreen("主界面停留 "..curSecound)
if curSecound >= showBattleUpLvTipMaxTime then
if battleUpLvTipTime then
battleUpLvTipTime:Stop()
@ -633,7 +633,7 @@ function this.StarBattleUpLvTipTime(type)
elseif type == 2 and curLevelPanleLoginShowTipNum < noShowBattleUpLvTipMaxNum then--关卡界面
battleUpLvTipTime = Timer.New(function()
curSecound = curSecound + 1
-- LogGreen("关卡界面停留 "..curSecound)
-- ----LogGreen("关卡界面停留 "..curSecound)
if curSecound >= showBattleUpLvTipMaxTime then
if battleUpLvTipTime then
battleUpLvTipTime:Stop()
@ -672,7 +672,7 @@ function this.GetMainPlayerNPCData(fun)
if friendRandomNum == 2 and PlayerManager.familyId == 0 then
friendRandomNum = 1
end
-- LogGreen("friendRandomNum "..friendRandomNum)
-- ----LogGreen("friendRandomNum "..friendRandomNum)
local curfriendAllList = {}
if friendRandomNum == 1 then
NetManager.RequestGetFriendInfo(1,function(msg)
@ -689,10 +689,10 @@ function this.GetMainPlayerNPCData(fun)
else
for i = 1, #curfriendAllList do
friendNPCList[i] = curfriendAllList[i]
-- LogGreen("friend "..msg.Friends[i].name)
-- ----LogGreen("friend "..msg.Friends[i].name)
end
end
-- LogGreen("#friendNPCList "..#friendNPCList)
-- ----LogGreen("#friendNPCList "..#friendNPCList)
this.GetMainPlayerNPCData2(fun)
end)
else
@ -711,20 +711,127 @@ function this.GetMainPlayerNPCData(fun)
else
for i = 1, #curfriendAllList do
friendNPCList[i] = curfriendAllList[i]
-- LogGreen("MyGuildMemList "..MyGuildMemList[i].userName)
-- ----LogGreen("MyGuildMemList "..MyGuildMemList[i].userName)
end
end
-- LogGreen("#MyGuildMemList "..#friendNPCList)
-- ----LogGreen("#MyGuildMemList "..#friendNPCList)
this.GetMainPlayerNPCData2(fun)
end)
end
end
function this.GetPlayerViewDataByType(index,randomList,needNum,func)
local x = function(index,needNum,randomList)
--LogGreen("后 needNum:"..needNum.." randomList:".. LengthOfTable(randomList).." index:"..index)
needNum = needNum - LengthOfTable(randomList)
if needNum > 0 then
this.GetPlayerViewDataByType(index,randomList,needNum,func)
else
if func then
func(randomList)
end
end
end
if index == 1 then
local friendNPCList1 = {}
NetManager.RequestGetFriendInfo(1,function(msg)
--LogGreen("发送好友信息")
for i = 1, #msg.Friends do
if msg.Friends[i].id ~= PlayerManager.uid then
LogBlue("msg.Friends[i] "..msg.Friends[i].userSkin.." "..msg.Friends[i].userTitle.." "..msg.Friends[i].userMount.." "..msg.Friends[i].sex)
table.insert(friendNPCList1,msg.Friends[i])
end
end
--LogGreen("前 needNum:"..needNum.." randomList:"..LengthOfTable(randomList))
randomList = this.AddPlayer(friendNPCList1,randomList,needNum)
x(2,needNum,randomList)
end)
elseif index == 2 then
local GuildNPCList1 = {}
if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.GUILD) and PlayerManager.familyId ~= 0 then
MyGuildManager.RequestMyGuildMembers(function()
--LogGreen("发送工会成员信息")
local MyGuildMemList = MyGuildManager.GetMyGuildMemList()
for i = 1, #MyGuildMemList do
if MyGuildMemList[i].roleUid ~= PlayerManager.uid then
LogBlue("MyGuildMemList[i] "..MyGuildMemList[i].userSkin.." "..MyGuildMemList[i].userTitle.." "..MyGuildMemList[i].userMount.." "..MyGuildMemList[i].sex)
table.insert(GuildNPCList1,MyGuildMemList[i])
end
end
--LogGreen("前 needNum:"..needNum.." randomList:"..LengthOfTable(randomList))
randomList = this.AddPlayer(GuildNPCList1,randomList,needNum)
x(3,needNum,randomList)
end)
else
x(3,needNum,randomList)
end
elseif index == 3 then
local rankNPCList1 = {}
RankingManager.InitData(rankKingList[1].rankType, function()
--LogGreen("发送排行榜信息")
local rankAllList = RankingManager.GetRankingInfo()
for i = 1, math.max(20,#rankAllList) do
if rankAllList[i] and rankAllList[i].uid ~= PlayerManager.uid then
LogBlue("rankAllList[i] "..rankAllList[i].userSkin.." "..rankAllList[i].userTitle.." "..rankAllList[i].userMount.." "..rankAllList[i].sex)
table.insert(rankNPCList1,rankAllList[i])
end
end
--LogGreen("前 needNum:"..needNum.." randomList:"..LengthOfTable(randomList))
randomList = this.AddPlayer(rankNPCList1,randomList,needNum)
x(4,needNum,randomList)
end)
else
--LogGreen("机器人 前 needNum:"..needNum.." randomList:"..LengthOfTable(randomList))
for i = 1, needNum do
local singleUserData = {}
singleUserData.userName = NameManager.GetLocalRandomName()
singleUserData.sex = math.random(0,1)
singleUserData.uid = 1000 + i
singleUserData.userSkin = PlayerManager.GetPlayerSkin()
singleUserData.userTitle = 0
singleUserData.userMount = 0
table.insert(randomList,singleUserData)
end
--LogGreen("机器人 后 needNum:"..needNum.." randomList:"..LengthOfTable(randomList))
if func then
func(randomList)
end
end
end
function this.AddPlayer(list1,randomList,needNum)
if #list1 > needNum then
for i = 1, needNum do
this.RandomNPC(list1,randomList)
end
else
for i = 1, #list1 do
randomList[list1[i]] = list1[i]
end
end
return randomList
end
--获取战斗地图随机人
function this.GetFightMapPlayerNPCData(needNum,func)
local randomList = {}
--LogGreen("初始化数据")
--LogGreen("needNum:"..needNum)
needNum = needNum - LengthOfTable(randomList)
if needNum > 0 then
this.GetPlayerViewDataByType(1,randomList,needNum,func)
end
end
function this.GetMainPlayerNPCData2(fun)
local rankRandomNum = math.random(1, 4)
if rankRandomNum == 3 then rankRandomNum = 2 end--如果是公会排行 改成战力排行 (公会排行展示的是公会名字)
local curAddNum = needNum - LengthOfTable(friendNPCList)
curAddNum = needNum + curAddNum
-- LogGreen("rankRandomNum "..rankRandomNum)
-- ----LogGreen("rankRandomNum "..rankRandomNum)
RankingManager.InitData(rankKingList[rankRandomNum].rankType, function()
local rankAllList = RankingManager.GetRankingInfo()
local currankAllList = {}
@ -741,10 +848,10 @@ function this.GetMainPlayerNPCData2(fun)
else
for i = 1, #currankAllList do
rankNPCList[i] = currankAllList[i]
-- LogGreen("rank "..currankAllList[i].userName)
-- ----LogGreen("rank "..currankAllList[i].userName)
end
end
-- LogGreen("#rankNPCList "..#rankNPCList)
-- ----LogGreen("#rankNPCList "..#rankNPCList)
this.GetMainPlayerNPCData3(fun)
end)
end
@ -778,7 +885,7 @@ function this.GetMainPlayerNPCData3(fun)
table.insert(upList,singleUserData)
end
end
-- LogGreen("#upList "..#upList)
-- ----LogGreen("#upList "..#upList)
if fun then
fun(upList)
end
@ -789,7 +896,7 @@ function this.RandomRankNPC(currankAllList)
this.RandomRankNPC(currankAllList)
else
rankNPCList[playerRandomNum] = currankAllList[playerRandomNum]
-- LogGreen("rank "..currankAllList[playerRandomNum].userName)
-- ----LogGreen("rank "..currankAllList[playerRandomNum].userName)
end
end
@ -799,7 +906,17 @@ function this.RandomFirendNPC(currankAllList)
this.RandomFirendNPC(currankAllList)
else
friendNPCList[playerRandomNum] = currankAllList[playerRandomNum]
-- LogGreen("friend "..currankAllList[playerRandomNum].userName)
-- ----LogGreen("friend "..currankAllList[playerRandomNum].userName)
end
end
function this.RandomNPC(currankAllList,curlist)
local playerRandomNum = math.random(1, #currankAllList)
if curlist[playerRandomNum] then
this.RandomNPC(currankAllList,curlist)
else
curlist[playerRandomNum] = {}
curlist[playerRandomNum] = currankAllList[playerRandomNum]
end
end
---------- 主城NPC 选择 end----------

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@ -695,9 +695,14 @@ function RoleInfoPanel:OnClose()
end
this.leftBtn:GetComponent("Button").enabled = true
this.rightBtn:GetComponent("Button").enabled = true
if _CurPageIndex then
this.PageList[_CurPageIndex]:OnClose()
this.PageList[_CurPageIndex].gameObject:SetActive(false)
for _, page in pairs(this.PageList) do
if page.OnHide then
page:OnHide()
end
if page.OnClose then
page:OnClose()
end
end
Util.ClearChild(this.curObj.transform)
Util.ClearChild(this.leftObj.transform)

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@ -0,0 +1,748 @@
SingleFightPlayerView = {}
local mapIconConfig = ConfigManager.GetConfig(ConfigName.MainMapIconConfig)
local iconAction = require("Modules/Fight/View/FightMapIconShowView")
-- 角色对话气泡位置
local m_roleTextPos = {
[3] = {pos = Vector3.New(172, 200, 0), angleOffset = 180}, -- 角色朝左, 气泡在右
[4] = {pos = Vector3.New(-177, 204, 0), angleOffset = 0} -- 反之
}
-- 老头对话气泡位置
local m_oldManTextPos = {
[3] = {pos = Vector3.New(-176, 130, 0), angleOffset = 0}, -- 角色朝左,气泡在左
[4] = {pos = Vector3.New(154, 130, 0), angleOffset = 180} -- 反之
}
function SingleFightPlayerView:New(gameObject)
local b = {}
b.gameObject = gameObject
b.transform = gameObject.transform
setmetatable(b, { __index = SingleFightPlayerView })
return b
end
local sortingorder = 0
local hitRootPath = "UI_Map_XunBaoEffect_hit"
local npc1 = "live2d_npc_map_boy"
local npc2 = "live2d_npc_map_nv"
-- 飘血资源
local hurtRes = "FloatingText"
function SingleFightPlayerView:InitComponent()
self.root = Util.GetGameObject(self.gameObject, "root")
self.ui = Util.GetGameObject(self.root, "ui")
self.roleRoot = Util.GetGameObject(self.ui,"roleRoot")
Util.GetGameObject(self.ui, "lizi effect").gameObject:SetActive(false)
self.battleEffect = Util.GetGameObject(self.ui, "quickBattleEffect")
self.bLeaderIsIdle = true
-- 临时代码
self.dialogueRoot = Util.GetGameObject(self.ui, "Dialogue")
self.context = Util.GetGameObject(self.dialogueRoot, "Text"):GetComponent("Text")
-- buff特效
self.buffEffectRoot = Util.GetGameObject(self.roleRoot, "effectRoot")
Util.SetParticleScale(self.buffEffectRoot, 2)
-- 攻击buff
self.buffAttack = Util.GetGameObject(self.buffEffectRoot, "r_MapEffect_NewEvent_011")
self.buffAttack:SetActive(false)
-- 防御buff
self.buffDefend = Util.GetGameObject(self.buffEffectRoot, "r_MapEffect_NewEvent_012")
self.buffEffectRoot:SetActive(false)
-- 隐藏一堆东西
Util.GetGameObject(self.ui,"arrow"):SetActive(false)
Util.GetGameObject(self.ui,"pos"):SetActive(false)
Util.GetGameObject(self.ui,"blood"):SetActive(false)
Util.GetGameObject(self.ui,"optionCancelBtn"):SetActive(false)
Util.GetGameObject(self.ui,"roleOption"):SetActive(false)
self:SetBattleState(false)
self.curDir = nil
self.gameObject:SetActive(true)
--- 注册组件
self.callList = Stack.New()
self.selectPointPos = 0
-- 角色停止行走时的朝向, 上 下 左 右1 2 3 4
self.eventpoint = 0
self.state = 0
self.m_roleFaceDir = Vector2.New(-1, 0)
self.name = Util.GetGameObject(self.ui, "name"):GetComponent("Text")
self.hurtNum = {}
end
function SingleFightPlayerView:OnOpen(parent)
self.parent = parent
self.hitEffect = poolManager:LoadAsset(hitRootPath, PoolManager.AssetType.GameObject)
self.hitEffect.transform:SetParent(parent.effectRoot.transform)
self.hitEffect.transform.localScale = Vector3.one
self.hitEffect:SetActive(false)
if not self.buffTipList then
self.buffTipList = {}
end
-- buff飘字
for i = 1, 3 do
if not self.buffTipList[i] then
self.buffTipList[i] = newObjToParent(parent.buffTip, parent.effectRoot)
self.buffTipList[i].transform.localScale = Vector3.New(1.2, 1.2, 1.2)
self.buffTipList[i]:SetActive(false)
end
end
if not self.hurtNum then
self.hurtNum = {}
end
for i = 1, 3 do
self.hurtNum[i] = poolManager:LoadAsset(hurtRes, PoolManager.AssetType.GameObject)
-- 设置父级
self.hurtNum[i].transform:SetParent(parent.effectRoot.transform)
self.hurtNum[i].transform.localScale = Vector3.New(0.5, 0.5, 0.5)
Util.GetGameObject(self.hurtNum[i], "anim"):GetComponent("Canvas").sortingOrder = parent.GetCurLayer()
self.hurtNum[i]:SetActive(false)
end
end
function SingleFightPlayerView:SetData(u,v,isSelf,data)
self._PlayTimeStamp = 0
if isSelf then
self.ui:GetComponent("Canvas").worldCamera = TileMapView.GetCamera()
end
self.isSelf = isSelf
local v3 = TileMapView.GetLiveTilePos(u, v)
self.gameObject.transform.localPosition = Vector3(v3.x, v3.y, v3.z - 10)
self.gameObject.transform.localScale = Vector3.one * 1.5
if self.playerLiveView then
self.playerLiveView:OnClose()
self.playerLiveView = nil
end
local npc = NameManager.roleSex == ROLE_SEX.BOY and npc1 or npc2
local scale = NameManager.roleSex == ROLE_SEX.BOY and 1 or 0.5
self.playerLiveView = PlayerLiveView:New(self.roleRoot,1, nil)
self.playerLiveView:OnOpen(GetPlayerRoleSingleConFig().Scale2)
self.playerLiveView.name = "npc"
self.roleCurPos = TileMapView.GetMapData():GetMapData(u, v)
self.bLeaderIsIdle = true
self:SetWalkDir(WALK_DIR.LAUCH)
self:HideSomeTrash()
self:OnSortingOrderChange(self.parent.GetCurLayer())
if self.isSelf then
self.name.gameObject:SetActive(false)
else
self.name.text = data.userName
self.name.gameObject:SetActive(true)
end
PlayUIAnim(self.gameObject)
end
function SingleFightPlayerView:SetWalkDir(dir)
self.playerLiveView:SetWalkDir(dir)
end
function SingleFightPlayerView:SetBattleState(state)
self.buffEffectRoot.gameObject:SetActive(state)
end
function SingleFightPlayerView:HideSomeTrash()
for i = 1, 3 do
self.buffTipList[i]:SetActive(false)
end
end
function SingleFightPlayerView:OnSortingOrderChange(orginLayer)
Util.AddParticleSortLayer(self.hitEffect, orginLayer - sortingorder)
if #self.hurtNum > 0 then -- 初始化完成
for i = 1, 3 do
Util.GetGameObject(self.hurtNum[i], "anim"):GetComponent("Canvas").sortingOrder = orginLayer - sortingorder
end
end
sortingorder = orginLayer
end
-- 撞击事件结束后的回调
function SingleFightPlayerView:hitCallBack(pos)
self:SetWalkDir(WALK_DIR.IDLE_FRONT)
self.state = 0
self.eventPointDataPos = nil
self.parent.BattleEnd(pos) -- 战斗结束
if self.isSelf then
self:SetEffect(self.selectPointPos)
end
if self.targetTimer then
self.targetTimer:Stop()
self.targetTimer = nil
end
self.targetTimer = Timer.New(function () -- 延迟生成下一个小怪
self.parent.LoadPointIcon(false)
self:SetRoleHitTarget()
end, 0.5)
self.targetTimer:Start()
end
local funcCanPass = function(data)
return data.val <= 1
end
-- 随机一个位置给大爷走走
function SingleFightPlayerView:SetRoleHitTarget()
coroutine.start(function()
local eventPoint = self.parent.AsideTriggerJudge(self.roleCurPos,self.isSelf)
if eventPoint then
self:RoleWalkEnd(eventPoint)
else
local pos
while not pos do
coroutine.wait(0.01)
pos = self:SelectTargetPos()
end
LogGreen("选中的点:"..tostring(pos))
local pathlist = self:SetRoleWalk(pos)
self:RoleMove(pathlist)
end
end)
end
-- 选择一个目标位置, 就近原则
function SingleFightPlayerView:SelectTargetPos()
local iconList = self.parent.RequestIconList()
if iconList and LengthOfTable(iconList) > 0 then
local selectIconList = {}
local minDis = 999
for i, v in pairs(iconList) do
if not self.parent.selectIconList[i] then
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
if #selectIconList > 1 then
targetPos = self:GetTargetPos(selectIconList[1].pos)
self.parent.AddSelectIconList(targetPos)
else
targetPos = self:GetTargetPos(Map_UV2Pos(self.roleCurPos))
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)
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
local eventPoint = self.parent.AsideTriggerJudge(self.roleCurPos,self.isSelf)
self:RoleWalkEnd(eventPoint)
return
end
--把最终回调最先入栈
self.callList:Push(function ()
local eventPoint = self.parent.AsideTriggerJudge(self.roleCurPos,self.isSelf)
self:RoleWalkEnd(eventPoint)
end)
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
local speed = 0.7
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 ()
local eventPoint = self.parent.AsideTriggerJudge(data,self.isSelf)
if eventPoint then
self:RoleWalkEnd(eventPoint)
return
end
self:StackPop()
end):SetEase(Ease.Linear)
end)
end
-- 退出第一个栈
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()
if eventPoint then
self.selectPointPos = eventPoint.pos
LogGreen("eventPoint.pos:"..tostring(eventPoint.pos))
-- 检测方向
self:SetRoleDir(self.roleCurPos.u * 256 + self.roleCurPos.v, eventPoint.pos)
-- 设置角色纵深
self:SetRoleLayer(self:IsRoleFront(eventPoint.pos))
self.state = 1
self.eventPointDataPos = eventPoint.pos
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)
LogGreen("他要朝左左左左左")
self.eventpoint = 3
else
self.m_roleFaceDir = Vector2.New(1, 0)
LogGreen("他要朝右右右右")
self.eventpoint = 4
end
else
if v0 > v then
self.m_roleFaceDir = Vector2.New(0, 1)
LogGreen("他要朝上上上上")
self.eventpoint = 1
else
self.m_roleFaceDir = Vector2.New(0, -1)
LogGreen("他要朝下下下下下下")
self.eventpoint = 2
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)
local eventpoint = _eventpoint.event
local iconType = eventpoint.iconId or -1
LogGreen("iconType:"..iconType)
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]
end
local boxPos = self.selectPointPos
Timer.New(function()
if self.isSelf then
self:SetEffect(boxPos)
end
end,2):Start()
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)
eventpoint:SetDialogueDir(m_oldManTextPos[index].pos, oldManAngle)
eventpoint:ShowDialogue(true)
eventpoint:SetDialogueStr(strList1[num])
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),
}
function SingleFightPlayerView:SetEffect(pos)
local boxState = FightPointPassManager.GetBoxState()
boxState = boxState == 0 and 1 or boxState
local tartPos = boxEffectPos[boxState]
LogGreen("boxState:" ..boxState)
if not self.parent.moneyEffect then
self.parent.moneyEffect:GetComponent("RectTransform").anchoredPosition = SetObjPosByUV(pos)
Util.ClearTrailRender(self.parent.moneyEffect)
self:SetBoxEffect(false, Vector3.zero)
if not FightPointPassManager.isBeginFight then
self.parent.moneyEffect:SetActive(true)
end
self.parent.moneyEffect:GetComponent("RectTransform"):DOAnchorPos(Vector2.New(tartPos.x + 88, tartPos.y + 359), 0.6, false):OnComplete(function ()
if self.parent.moneyEffect then
self.parent.moneyEffect:SetActive(false)
end
if not FightPointPassManager.isBeginFight then
self:SetBoxEffect(true, boxState)
end
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)
LogGreen("end_callBack:"..start)
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
LogGreen("mid_callBack:")
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)
if not FightPointPassManager.isBeginFight then
go:SetActive(true)
else
go:SetActive(false)
end
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)
LogGreen("pravite_ShakeObjOnce:"..go.name.." isReverse:"..tostring(isReverse).." roleFaceDir:"..tostring(roleFaceDir))
local offSet = isReverse and 90 or 120
offSet = offSet / math.min(Screen.width/1080, Screen.height/1920)
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)
if go then
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)
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)
LogGreen("self.hitEffect:")
self.hitEffect.transform.localPosition = SetObjPosByUV(pos)
if not FightPointPassManager.isBeginFight then
self.hitEffect:SetActive(true)
else
self.hitEffect:SetActive(false)
end
end
-- 不是战斗的表现
function SingleFightPlayerView:NotBattleShow()
if self.battleTimer then
self.battleTimer:Stop()
self.battleTimer = nil
end
if self.targetTimer then
self.targetTimer:Stop()
self.targetTimer = nil
end
self.battleTimer = Timer.New(function ()
self.dialogueRoot.gameObject:SetActive(false)
self.parent.BattleEnd(self.selectPointPos)
self:SetRoleLayer(true)
self:SetBattleState(false)
self.targetTimer = Timer.New(function ()
self.parent.LoadPointIcon(false)
self.state = 0
self.eventPointDataPos = nil
self:SetRoleHitTarget()
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
function SingleFightPlayerView:OnClose()
self.hitEffect = {}
self.hurtNum = {}
self.buffTipList = {}
if self.playerLiveView then
self.playerLiveView:OnClose()
self.playerLiveView = nil
end
if self.targetTimer then
self.targetTimer:Stop()
self.targetTimer = nil
end
if self.callbackTimer then
self.callbackTimer:Stop()
self.callbackTimer = nil
end
self.callList = {}
if self.hurtNumTimer then
self.hurtNumTimer:Stop()
self.hurtNumTimer = nil
end
if self.battleTimer then
self.battleTimer:Stop()
self.battleTimer = nil
end
end
return SingleFightPlayerView

View File

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