【称号坐骑时装】
parent
3684b8fec1
commit
d9e3aa939d
|
|
@ -251,7 +251,8 @@ function this.MoveTT(targetIndex,_data)
|
|||
this.MapMove(allGridData[curGridIndex].x,0.3)
|
||||
if curGridIndex==targetIndex then
|
||||
Log("待机动画")
|
||||
this.SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
|
||||
-- this.SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
|
||||
this.liveNode:SetWalkDir(WALK_DIR.IDLE_FRONT)
|
||||
this.startBtn:GetComponent("Button").enabled=true
|
||||
this.EventTrigger(_data)
|
||||
if curGridIndex>=#allGridData then
|
||||
|
|
@ -443,40 +444,50 @@ local npc
|
|||
local scale
|
||||
---加载跑图角色
|
||||
function this.LoadTT()
|
||||
local mapNpc = "live2d_npc_map"
|
||||
local mapNpc2 = "live2d_npc_map_nv"
|
||||
npc = NameManager.roleSex == ROLE_SEX.BOY and mapNpc or mapNpc2
|
||||
scale = NameManager.roleSex == ROLE_SEX.BOY and Vector3.one * 0.25 or Vector3.one * 0.12
|
||||
if not this.liveNode then
|
||||
this.liveNode = poolManager:LoadLive(npc, this.TT.transform, scale, Vector3.New(0,-42.4,0))
|
||||
end
|
||||
this.SkeletonGraphic = this.liveNode:GetComponent("SkeletonGraphic")
|
||||
if this.SkeletonGraphic then
|
||||
this.SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
|
||||
-- local mapNpc = "live2d_npc_map"
|
||||
-- local mapNpc2 = "live2d_npc_map_nv"
|
||||
-- npc = NameManager.roleSex == ROLE_SEX.BOY and mapNpc or mapNpc2
|
||||
-- scale = NameManager.roleSex == ROLE_SEX.BOY and Vector3.one * 0.25 or Vector3.one * 0.12
|
||||
-- if not this.liveNode then
|
||||
-- this.liveNode = poolManager:LoadLive(npc, this.TT.transform, scale, Vector3.New(0,-42.4,0))
|
||||
-- end
|
||||
-- this.SkeletonGraphic = this.liveNode:GetComponent("SkeletonGraphic")
|
||||
-- if this.SkeletonGraphic then
|
||||
-- this.SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
|
||||
-- end
|
||||
if this.liveNode then
|
||||
this.liveNode:OnClose()
|
||||
end
|
||||
this.liveNode = PlayerLiveView:New(this.TT,1)
|
||||
this.liveNode:OnOpen(GetPlayerRoleSingleConFig().Scale7,Vector3.New(0,0,0),WALK_DIR.IDLE_FRONT)
|
||||
end
|
||||
--设置跑图角色方向
|
||||
function this.SetTTDirection()
|
||||
if not this.SkeletonGraphic then
|
||||
if not this.liveNode then
|
||||
return
|
||||
end
|
||||
local nexIndex=curGridIndex+1
|
||||
if nexIndex>#allGridData then
|
||||
this.SkeletonGraphic.AnimationState:SetAnimation(0, "touch", true)
|
||||
-- this.SkeletonGraphic.AnimationState:SetAnimation(0, "touch", true)
|
||||
this.liveNode:SetWalkDir(WALK_DIR.TOUCH)
|
||||
return
|
||||
end
|
||||
if allGridData[curGridIndex].y==allGridData[nexIndex].y then
|
||||
this.SkeletonGraphic.AnimationState:SetAnimation(0, "move2", true)
|
||||
-- this.SkeletonGraphic.AnimationState:SetAnimation(0, "move2", true)
|
||||
if allGridData[curGridIndex].x<allGridData[nexIndex].x then
|
||||
this.SkeletonGraphic.transform.localEulerAngles = Vector3.New(0, 0, 0)
|
||||
-- this.SkeletonGraphic.transform.localEulerAngles = Vector3.New(0, 0, 0)
|
||||
this.liveNode:SetWalkDir(WALK_DIR.RUN_RIGHT)
|
||||
else
|
||||
this.SkeletonGraphic.transform.localEulerAngles = Vector3.New(0, 180, 0)
|
||||
-- this.SkeletonGraphic.transform.localEulerAngles = Vector3.New(0, 180, 0)
|
||||
this.liveNode:SetWalkDir(WALK_DIR.RUN_LEFT)
|
||||
end
|
||||
elseif allGridData[curGridIndex].x==allGridData[nexIndex].x then
|
||||
if allGridData[curGridIndex].y<allGridData[nexIndex].y then
|
||||
this.SkeletonGraphic.AnimationState:SetAnimation(0, "move3", true)
|
||||
-- this.SkeletonGraphic.AnimationState:SetAnimation(0, "move3", true)
|
||||
this.liveNode:SetWalkDir(WALK_DIR.RUN_UP)
|
||||
else
|
||||
this.SkeletonGraphic.AnimationState:SetAnimation(0, "move", true)
|
||||
-- this.SkeletonGraphic.AnimationState:SetAnimation(0, "move", true)
|
||||
this.liveNode:SetWalkDir(WALK_DIR.RUN_DOWN)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
|
@ -649,10 +660,13 @@ function this:OnClose()
|
|||
this.shopBtn:SetActive(false)
|
||||
this.StopAuto()
|
||||
isPlayMove=1
|
||||
-- if this.liveNode then
|
||||
-- poolManager:UnLoadLive(npc, this.liveNode)
|
||||
-- this.liveNode = nil
|
||||
-- end
|
||||
if this.liveNode then
|
||||
poolManager:UnLoadLive(npc, this.liveNode)
|
||||
this.liveNode = nil
|
||||
end
|
||||
this.liveNode:OnClose()
|
||||
end
|
||||
if this.timer then
|
||||
this.timer:Stop()
|
||||
this.timer = nil
|
||||
|
|
|
|||
Loading…
Reference in New Issue