miduo_client/Assets/ManagedResources/~Lua/View/SingleStoryPlayerView.lua

169 lines
5.4 KiB
Lua

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