【称号坐骑时装】

dev_chengFeng
zhangqiang 2021-03-30 22:37:45 +08:00
parent 3684b8fec1
commit d9e3aa939d
1 changed files with 35 additions and 21 deletions

View File

@ -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