172 lines
6.5 KiB
Lua
172 lines
6.5 KiB
Lua
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local RoleConfig = ConfigManager.GetConfig(ConfigName.RoleConfig)
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local SpiritAnimal = ConfigManager.GetConfig(ConfigName.SpiritAnimal)
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local SkillLogicConfig = ConfigManager.GetConfig(ConfigName.SkillLogicConfig)
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local healEffect = "c_xy_0012_skeff_tapsk_healeff"
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local rageEffect = "s_jieling_hs_3006_skeff_casting_buff_nuqi"
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MonsterView = BattleUnit.New()
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function MonsterView.New(go, role, position, root)
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local o = BattleUnit.New(go, role, position, root)
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setmetatable(o, MonsterView)
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MonsterView.__index = MonsterView
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o:ctor(go, role, position, root)
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return o
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end
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function MonsterView:onCreate(go, role, position, root)
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self.RootPanel = root
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self.GameObject = go
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self.role = role
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self.camp = role.camp
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-- 创建技能播放器
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self.castingEfectNode = role.camp == 0 and self.RootPanel.lingshouCastDown or self.RootPanel.lingshouCastUp
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self.castingNameNode = Util.GetGameObject(self.castingEfectNode, role.camp == 0 and "EFFECT_Casting_LingShou_Xia/DongHua/MingZi" or "EFFECT_Casting_LingShou_Shang/DongHua/MingZi")
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self.skillCastRoot = role.camp == 0 and self.RootPanel.lingshouCastDownRoot or self.RootPanel.lingshouCastUpRoot
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self.liveRoot = role.camp == 0 and Util.GetGameObject(self.RootPanel.gameObject, "playerMonster/live") or Util.GetGameObject(self.RootPanel.gameObject, "enemyMonster/live")
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self.icon = Util.GetGameObject(go, "icon"):GetComponent("Image")
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-- 获取数据
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self.livePath = GetResourcePath(SpiritAnimal[role.roleData.id].Live)
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self.play_liveScale = SpiritAnimal[role.roleData.id].play_liveScale
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self.enemy_liveScale = SpiritAnimal[role.roleData.id].enemy_liveScale
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self.offset = SpiritAnimal[role.roleData.id].offset
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self.outOffset = SpiritAnimal[role.roleData.id].enemy_offset
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self.spAtkTime = SpiritAnimal[role.roleData.id].CastingSkills/1000
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self.atkSoundTime = SpiritAnimal[role.roleData.id].CastingAudio/1000
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self.attackSound = SpiritAnimal[role.roleData.id].sond
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self.icon.sprite = Util.LoadSprite(GetResourcePath(SpiritAnimal[role.roleData.id].Icon))
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-- 人物立绘
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-- self.RoleLiveGO = poolManager:LoadLive(self.livePath, self.skillCastRoot.transform.parent, Vector3.one, Vector3.zero)
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-- self.RoleLiveGO.transform:SetParent(self.liveRoot.transform)
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-- self.RoleLiveGO:GetComponent("RectTransform").anchoredPosition = Vector2.New(self.outOffset[1], self.outOffset[2])-- * 0.5
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-- self.RoleLiveGO.transform.localScale = Vector3.one * self.enemy_liveScale --* 0.75
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-- self.RoleLiveGO:SetActive(false)
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-- self.RoleLiveGOGraphic = self.RoleLiveGO:GetComponent("SkeletonGraphic")
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-- self.RoleLiveGOTran = self.RoleLiveGO:GetComponent("RectTransform")
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-- self.RoleLiveGOGraphic.AnimationState:SetAnimation(0, "idle", true)
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-- self.RoleLiveGOTran.sizeDelta = Vector2.New(1000, 1000)
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-- casting技能立绘
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self.RoleLiveGO2 = poolManager:LoadLive(self.livePath, self.skillCastRoot.gameObject.transform.parent, Vector3.one, Vector3.zero)
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self.RoleLiveGO2.transform:SetParent(self.skillCastRoot.gameObject.transform)
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local offset = self.camp == 0 and self.offset or self.outOffset
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self.RoleLiveGO2:GetComponent("RectTransform").anchoredPosition = Vector2.New(offset[1], offset[2])
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if self.camp==1 then
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self.RoleLiveGO2.transform.rotation=Vector3.New(0,180,0)
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end
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local scale = self.camp == 0 and self.play_liveScale or self.enemy_liveScale
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self.RoleLiveGO2.transform.localScale = Vector3.one * scale --* 2
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self.RoleLiveGO2:SetActive(false)
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self.RoleLiveGOGraphic2 = self.RoleLiveGO2:GetComponent("SkeletonGraphic")
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self.RoleLiveGOTran2 = self.RoleLiveGO2:GetComponent("RectTransform")
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self.RoleLiveGOGraphic2.AnimationState:SetAnimation(0, "idle", true)
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self.RoleLiveGOTran2.sizeDelta = Vector2.New(1000, 1000)
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-- 创建技能播放器
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self.SkillCaster = SkillCaster.New(self, self.spAtkTime, self.atkSoundTime, self.attackSound, self.castingEfectNode, self.castingNameNode)
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if IsOpenBattleDebug then
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local URoleProperty = go:GetComponent(typeof(RoleProperty))
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if not URoleProperty then
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URoleProperty = go:AddComponent(typeof(RoleProperty))
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end
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self.URoleProperty = URoleProperty
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self.URoleProperty.uid = role.uid
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role.data:Foreach(function (name, value)
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self.URoleProperty:AddProperty(name, value)
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end)
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end
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end
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--
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function MonsterView:OnSortingOrderChange(battleSorting)
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end
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function MonsterView:Update()
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if IsOpenBattleDebug then
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self.role.data:Foreach(function (name, value)
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self.URoleProperty:SetValue(name, value)
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end)
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end
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end
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-- 缩放
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function MonsterView:DoScale(scale, dur, func)
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if func then
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func()
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end
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end
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-- 设置高亮
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function MonsterView:SetHighLight(isLight, eScale, dur, func)
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if func then
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func()
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end
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end
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-- 播放动画
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function MonsterView:PlaySpineAnim(gog, time, name, isLoop)
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if isLoop then
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gog.AnimationState:SetAnimation(time, name, isLoop)
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else
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local _complete = nil
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_complete = function(state)
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gog.AnimationState.Complete = gog.AnimationState.Complete - _complete
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gog.AnimationState:SetAnimation(0, "attack", true)
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end
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gog.AnimationState:ClearTracks() -- 清除上一个动画的影响(修复概率攻击动画播放错误的问题)
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gog.AnimationState:SetAnimation(time, name, isLoop)
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gog.AnimationState.Complete = gog.AnimationState.Complete + _complete
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end
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end
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--
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function MonsterView:OnSkillCastStart()
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-- self.RoleLiveGO:SetActive(true)
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end
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--
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function MonsterView:OnSkillPlay()
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--self:PlaySpineAnim(self.RoleLiveGOGraphic, 0, "attack", false)
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end
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--
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function MonsterView:OnSkillEnd()
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-- self.RoleLiveGO:SetActive(false)
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end
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function MonsterView:OnSkillCastingStart()
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if self.RoleLiveGO2 then
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-- 提前进入下一阶段
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self.RoleLiveGO2:SetActive(true)
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self:PlaySpineAnim(self.RoleLiveGOGraphic2, 0, "attack", false)
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end
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end
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function MonsterView:OnSkillCastingEnd()
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if self.RoleLiveGO2 then
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self.RoleLiveGO2:SetActive(false)
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end
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end
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function MonsterView:onDispose()
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--
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Util.SetSpineGray(self.RoleLiveGOGraphic2, false)
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Util.SetColor(self.RoleLiveGOGraphic2, Color.New(1, 1, 1, 1))
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self.RoleLiveGOGraphic2.freeze = false
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-- poolManager:UnLoadLive(self.livePath, self.RoleLiveGO2)
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GameObject.DestroyImmediate(self.RoleLiveGO2)
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self.RoleLiveGO2 = nil
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-- 回收本节点
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BattlePool.RecycleItem(self.GameObject, BATTLE_POOL_TYPE.ENEMY_ROLE)
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end |