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