剧情提交

dev_chengFeng
jiaoyangna 2021-04-22 18:13:28 +08:00
parent 20f6a06162
commit 42b91c0a4e
7 changed files with 598 additions and 133 deletions

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require("Modules/Map/Config/MapConfig")
local MapPointConfig = ConfigManager.GetConfig(ConfigName.MapPointConfig)
MonsterLiveView = {}
function MonsterLiveView:New(gameObject,iconId)
local b = {}
b.gameObject = poolManager:LoadAsset("UI_MapPoint", PoolManager.AssetType.GameObject)
b.gameObject.name = "EventPoint"
b.gameObject:SetActive(true)
b.transform = gameObject.transform
Util.GetGameObject(b.gameObject, "shadow"):SetActive(true)
b.resPath = "UI_MapPoint"
b.livePath = MapFloatingConfig[iconId].name
b.iconId = iconId
b.live2d = poolManager:LoadLive(MapFloatingConfig[iconId].name, Util.GetTransform(b.gameObject, "root"),
MapFloatingConfig[iconId].scale, MapFloatingConfig[iconId].position)
b.skeleton = b.live2d:GetComponent("SkeletonGraphic")
setmetatable(b, { __index = MonsterLiveView })
return b
end
-- 设置事件点动画
function MonsterLiveView:SetPointAnimation(iconId, index)
local skeleton = self.live:GetComponent("SkeletonGraphic")
local animation = ANIMATION[iconId]
if animation then
local aniName = ANIMATION[iconId].animation[index]
if aniName then
skeleton.AnimationState:SetAnimation(0, aniName, false)
end
else
--Log("当前地图点立绘没有其他动画!")
end
end
function MonsterLiveView:OnClose()
if self.live2d then
poolManager:UnLoadLive(self.livePath, self.live2d)
end
self.live2d = nil
if self.gameObject then
poolManager:UnLoadAsset(self.resPath, self.gameObject, PoolManager.AssetType.GameObject)
self.gameObject = nil
end
end

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require("Base/BasePanel")
StoryMapPanel = Inherit(BasePanel)
local this = StoryMapPanel
local npc = "live2d_npc_map_boy"
local mapCtrl = "StoryMapCtrl"
local playerSpeed = 0
local oriCameraPos = Vector3.New(18.9,-20,-50)
local targetCameraPos = Vector3.New(18.9,54.9,-50)
local oriPlayerPos = Vector3.New(1918,-2086,-50)
--初始化组件(用于子类重写)
function this:InitComponent()
--this.liveNode = Util.GetGameObject(self.gameObject,"scroll/mapParent/TT")
this.startBtn = Util.GetGameObject(self.gameObject,"Start")
this.btnBack = Util.GetGameObject(self.gameObject,"btnBack")
end
--绑定事件(用于子类重写)
function this:BindEvent()
Util.AddClick(this.btnBack, function ()
this:ClosePanel()
end)
Util.AddClick(this.startBtn, function ()
UIManager.camera.clearFlags = CameraClearFlags.Depth
this.liveNode:SetWalkDir(WALK_DIR.RUN_UP)
local timer = 0
local v = Vector3.New(this.liveNode.transform.localPosition.x ,this.liveNode.transform.localPosition.y + 8 ,this.liveNode.transform.localPosition.z )
this:RunMap(v,timer)
end)
end
function this:RunMap(v,timer)
this.liveNode.transform:DOLocalMove(v,1):OnStart(function ()
end):OnUpdate(function()
local y = this.liveNode.transform.localPosition.y -- - (this.camera.orthographicSize/2)
LogGreen("y:"..y)
if y < oriPlayerPos.y then
y = oriPlayerPos.y
elseif y > targetCameraPos.y then
y = targetCameraPos.y
end
this.viewCameraTran.transform.localPosition = Vector3.New(this.viewCameraTran.transform.localPosition.x,y,this.viewCameraTran.transform.localPosition.z)
end):OnComplete(function ()
LogGreen("this.liveNode.transform.localPosition:"..tostring(this.liveNode.transform.localPosition))
v = Vector3.New(this.liveNode.transform.localPosition.x ,this.liveNode.transform.localPosition.y + 8 ,this.liveNode.transform.localPosition.z)
timer = timer + 1
if timer > 5 then
return
else
this:RunMap(v,timer)
end
end):SetEase(Ease.Linear)
end
--添加事件监听(用于子类重写)
function this:AddListener()
end
--移除事件监听(用于子类重写)
function this:RemoveListener()
end
--界面打开时调用(用于子类重写)
function this:OnOpen(_mapData)
this:LoadMapData()
this.LoadTT()
this:SetCameraPos()
end
function this:LoadMapData()
UIManager.camera.clearFlags = CameraClearFlags.Depth
-- 所有物体的根节点
this.mapRoot = poolManager:LoadAsset(mapCtrl, PoolManager.AssetType.GameObject)
this.mapRoot.name = mapCtrl
this.mapRoot.transform:SetParent(UIManager.uiRoot.transform.parent)
this.mapRoot.transform.position = Vector3.New(0, 0, -100)
this.bgRoot = Util.GetGameObject(this.mapRoot,"StoryBG#")
end
function this:SetCameraPos()
this.viewCameraTran = Util.GetGameObject(this.mapRoot,"CameraPos#")
this.camera = Util.GetGameObject(this.viewCameraTran,"Camera"):GetComponent("Camera")
this.camera.orthographic = true
this.camera.orthographicSize = Screen.height / 100 / 2 / (Screen.height / 1920)
LogGreen("this.camera.orthographicSize:"..tostring(this.camera.orthographicSize))
LogGreen("this.liveNode.transform.localPosition:"..tostring(this.liveNode.transform.localPosition))
LogGreen("this.liveNode.transform.Position:"..tostring(this.liveNode.transform.position))
local y = this.liveNode.transform.position.y
this.viewCameraTran.transform.position = Vector3.New(oriCameraPos.x,y,oriCameraPos.z)
end
---加载跑图角色
function this.LoadTT()
if this.liveNode then
this.liveNode:OnClose()
this.liveNode = nil
end
this.liveNode = PlayerLiveView:New(this.mapRoot,1)
this.liveNode:OnOpen(GetPlayerRoleSingleConFig().Scale7)
end
function this:OnShow()
end
--设置跑图角色方向
function this.SetTTDirection()
end
function this:OnSortingOrderChange()
end
--界面关闭时调用(用于子类重写)
function this:OnClose()
poolManager:UnLoadAsset(mapCtrl, this.mapRoot, PoolManager.AssetType.GameObject)
this.mapRoot = nil
this.liveNode:OnClose()
end
--界面销毁时调用(用于子类重写)
function this:OnDestroy()
end
return StoryMapPanel

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SingleStoryPlayerView = {}
local MapPointConfig = ConfigManager.GetConfig(ConfigName.MapPointConfig)
function SingleStoryPlayerView:New(gameObject)
local b = {}
b.gameObject = gameObject
b.transform = gameObject.transform
setmetatable(b, { __index = SingleStoryPlayerView })
return b
end
function SingleStoryPlayerView:InitComponent()
self.roleRoot = Util.GetGameObject(self.gameObject,"roleRoot")
self.nameDi = Util.GetGameObject(self.gameObject, "nemeDi")
self.name = Util.GetGameObject(self.nameDi, "name"):GetComponent("Text")
self.roads = {}
self.startPos = {}
end
function SingleStoryPlayerView:OnOpen(parent)
self.parent = parent
end
function SingleStoryPlayerView:SetData(data,playerType)
if self.playerLiveView then
self.playerLiveView:OnClose()
self.playerLiveView = nil
end
LogGreen("playerType:"..playerType)
if playerType == 0 then
self:SetRoads0(data)
elseif playerType == 1 then
self:SetRoads1(data)
end
self.gameObject.transform.localPosition = self.startPos
self.gameObject.transform.localScale = Vector3.one * 1.5
end
function SingleStoryPlayerView:SetRoads0(data)
for i = 2 ,#data do
local road = {}
road.indexType = 0
local vecs = string.split(data[i],',')
road.vec = Vector3.New(tonumber(vecs[1] or 0),tonumber(vecs[2] or 0),tonumber(vecs[2] or 0))
table.insert(self.roads,road)
end
self.startPos = self.roads[1].vec
local pointId = data[1]
self.playerLiveView = MonsterLiveView.New(self.roleRoot,pointId)
end
function SingleStoryPlayerView:SetRoads1(data)
self.playerLiveView = PlayerLiveView:New(self.roleRoot,1,nil)
self.playerLiveView:OnOpen(GetPlayerRoleSingleConFig().Scale2)
self.playerLiveView.name = "npc"
self:SetWalkDir(WALK_DIR.IDLE_BACK)
PlayUIAnim(self.gameObject)
for i = 1 ,#data do
local road = {}
road.indexType = tonumber(data[i][1]) --这个点是人的还是地图的
local vecs = string.split(data[i][2],',')
road.vec = Vector3.New(tonumber(vecs[1] or 0),tonumber(vecs[2] or 0),tonumber(vecs[2] or 0))
table.insert(self.roads,road)
end
self.startPos = self.roads[1].vec
end
function SingleStoryPlayerView:SetWalkDir(dir)
self.playerLiveView:SetWalkDir(dir)
end
function SingleStoryPlayerView:RunMap(pathList)
if not pathList or #pathList == 0 then
self.parent.AsideTriggerJudge(self.roleCurPos,self.isSelf,self)
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)
-- 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 = 0.5
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 ()
self.parent.AsideTriggerJudge(data,self.isSelf,self)
--self:SetRoleHitTarget()
if self.state == 0 then
self:StackPop()
end
end):SetEase(Ease.Linear)
end)
end
self:StackPop()
self:PlayerMove()
end
-- 角色停止行走时的朝向
function SingleStoryPlayerView: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 = 2
else
self.m_roleFaceDir = Vector2.New(0, -1)
--LogGreen("他要朝下下下下下下")
self.eventpoint = 1
end
end
self:SetWalkDir(self.eventpoint)
end
-- 角色相关
function SingleStoryPlayerView: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 SingleStoryPlayerView:StackPop()
if self.callList:Count() > 0 then
self.callList:Pop()()
end
end
function SingleStoryPlayerView:StopAction()
end
function SingleStoryPlayerView:OnClose()
end
return SingleStoryPlayerView

View File

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