884 lines
31 KiB
Lua
884 lines
31 KiB
Lua
SingleFightPlayerView = {}
|
||
local mapIconConfig = ConfigManager.GetConfig(ConfigName.MainMapIconConfig)
|
||
local iconAction = require("Modules/Fight/View/FightMapIconShowView")
|
||
local GlobalSysConfig = ConfigManager.GetConfig(ConfigName.GlobalSystemConfig)
|
||
-- 角色对话气泡位置
|
||
local m_roleTextPos = {
|
||
[3] = {pos = Vector3.New(172, 200, 0), angleOffset = 180}, -- 角色朝左, 气泡在右
|
||
[4] = {pos = Vector3.New(-177, 204, 0), angleOffset = 0} -- 反之
|
||
}
|
||
|
||
local namePos = {
|
||
[1] = {pos = Vector3.New(-1.86, 185.3, 0)}, -- 角色朝左,气泡在左
|
||
[2] = {pos = Vector3.New(-1.86, 273.5, 0)} -- 反之
|
||
}
|
||
-- 老头对话气泡位置
|
||
local m_oldManTextPos = {
|
||
[3] = {pos = Vector3.New(-176, 130, 0), angleOffset = 0}, -- 角色朝左,气泡在左
|
||
[4] = {pos = Vector3.New(154, 130, 0), angleOffset = 180} -- 反之
|
||
}
|
||
|
||
function SingleFightPlayerView:AddListener()
|
||
Game.GlobalEvent:AddEvent(GameEvent.GuaJi.getEvent, self.ReciveData,self)
|
||
end
|
||
|
||
function SingleFightPlayerView:ReciveData(data)
|
||
if data.goData.userId == self.userId then
|
||
self.eventPointPos = data.event
|
||
self.state = 1
|
||
self:RoleWalkEnd(data)
|
||
elseif (data.event and data.event.userId and data.event.userId == self.userId) then
|
||
self.eventPointPos = data.goData
|
||
self.state = 1
|
||
self:RoleWalkEnd(data)
|
||
end
|
||
return
|
||
end
|
||
|
||
function SingleFightPlayerView:RemoveListener()
|
||
Game.GlobalEvent:RemoveEvent(GameEvent.GuaJi.getEvent, self.ReciveData, self)
|
||
end
|
||
|
||
function SingleFightPlayerView:New(gameObject)
|
||
local b = {}
|
||
b.gameObject = gameObject
|
||
b.transform = gameObject.transform
|
||
setmetatable(b, { __index = SingleFightPlayerView })
|
||
return b
|
||
end
|
||
|
||
local sortingorder = 0
|
||
local hitRootPath = "UI_Map_XunBaoEffect_hit"
|
||
local npc1 = "live2d_map_meili"
|
||
local npc2 = "live2d_map_meili"
|
||
-- 飘血资源
|
||
local hurtRes = "FloatingText"
|
||
function SingleFightPlayerView:InitComponent()
|
||
self.root = Util.GetGameObject(self.gameObject, "root")
|
||
self.ui = Util.GetGameObject(self.root, "ui")
|
||
self.roleRoot = Util.GetGameObject(self.ui,"roleRoot")
|
||
Util.GetGameObject(self.ui, "lizi effect").gameObject:SetActive(false)
|
||
self.battleEffect = Util.GetGameObject(self.ui, "quickBattleEffect")
|
||
self.bLeaderIsIdle = true
|
||
-- 临时代码
|
||
self.dialogueRoot = Util.GetGameObject(self.ui, "Dialogue")
|
||
self.context = Util.GetGameObject(self.dialogueRoot, "Text"):GetComponent("Text")
|
||
|
||
-- buff特效
|
||
self.buffEffectRoot = Util.GetGameObject(self.roleRoot, "effectRoot")
|
||
Util.SetParticleScale(self.buffEffectRoot, 2)
|
||
-- 攻击buff
|
||
self.buffAttack = Util.GetGameObject(self.buffEffectRoot, "r_MapEffect_NewEvent_011")
|
||
self.buffAttack:SetActive(false)
|
||
-- 防御buff
|
||
self.buffDefend = Util.GetGameObject(self.buffEffectRoot, "r_MapEffect_NewEvent_012")
|
||
self.buffEffectRoot:SetActive(false)
|
||
|
||
-- 隐藏一堆东西
|
||
Util.GetGameObject(self.ui,"arrow"):SetActive(false)
|
||
Util.GetGameObject(self.ui,"pos"):SetActive(false)
|
||
Util.GetGameObject(self.ui,"blood"):SetActive(false)
|
||
Util.GetGameObject(self.ui,"optionCancelBtn"):SetActive(false)
|
||
Util.GetGameObject(self.ui,"roleOption"):SetActive(false)
|
||
|
||
self:SetBattleState(false)
|
||
--角色当前方向
|
||
self.curDir = nil
|
||
self.gameObject:SetActive(true)
|
||
--- 注册组件
|
||
self.callList = Stack.New()
|
||
--当前选中点的位置
|
||
self.selectPointPos = 0
|
||
-- 角色停止行走时的朝向, 上 下 左 右,1 2 3
|
||
self.m_roleFaceDir = Vector2.New(-1, 0)
|
||
--角色停止行走时的朝向
|
||
self.eventpoint = 0
|
||
--当前触发的事件点
|
||
self.eventPointPos = nil
|
||
self.nameDi = Util.GetGameObject(self.ui, "nemeDi")
|
||
self.name = Util.GetGameObject(self.nameDi, "name"):GetComponent("Text")
|
||
--修行标识
|
||
self.PracticeIcon = Util.GetGameObject(self.name.gameObject, "Icon")
|
||
self.PracticeIcon:SetActive(false)
|
||
|
||
self.hurtNum = {}
|
||
end
|
||
|
||
function SingleFightPlayerView:OnOpen(parent)
|
||
self.parent = parent
|
||
self.hitEffect = poolManager:LoadAsset(hitRootPath, PoolManager.AssetType.GameObject)
|
||
self.hitEffect.transform:SetParent(parent.effectRoot.transform)
|
||
self.hitEffect.transform.localScale = Vector3.one
|
||
self.hitEffect:SetActive(false)
|
||
|
||
if not self.buffTipList then
|
||
self.buffTipList = {}
|
||
end
|
||
-- buff飘字
|
||
for i = 1, 3 do
|
||
if not self.buffTipList[i] then
|
||
self.buffTipList[i] = newObjToParent(parent.buffTip, parent.effectRoot)
|
||
self.buffTipList[i].transform.localScale = Vector3.New(1.2, 1.2, 1.2)
|
||
self.buffTipList[i]:SetActive(false)
|
||
end
|
||
end
|
||
|
||
if not self.hurtNum then
|
||
self.hurtNum = {}
|
||
end
|
||
for i = 1, 3 do
|
||
self.hurtNum[i] = poolManager:LoadAsset(hurtRes, PoolManager.AssetType.GameObject)
|
||
-- 设置父级
|
||
self.hurtNum[i].transform:SetParent(parent.effectRoot.transform)
|
||
self.hurtNum[i].transform.localScale = Vector3.New(0.5, 0.5, 0.5)
|
||
Util.GetGameObject(self.hurtNum[i], "anim"):GetComponent("Canvas").sortingOrder = parent.GetCurLayer()
|
||
self.hurtNum[i]:SetActive(false)
|
||
end
|
||
|
||
end
|
||
|
||
function SingleFightPlayerView:SetData(u,v,isSelf,data)
|
||
self.isclose = false
|
||
self._PlayTimeStamp = 0
|
||
if isSelf then
|
||
self.ui:GetComponent("Canvas").worldCamera = TileMapView.GetCamera()
|
||
end
|
||
self.isSelf = isSelf
|
||
|
||
local v3 = TileMapView.GetLiveTilePos(u, v)
|
||
self.gameObject.transform.localPosition = Vector3(v3.x, v3.y, v3.z - 10)
|
||
self.gameObject.transform.localScale = Vector3.one * 1.5
|
||
|
||
if self.playerLiveView then
|
||
self.playerLiveView:OnClose()
|
||
self.playerLiveView = nil
|
||
end
|
||
|
||
local npc,scale
|
||
if self.isSelf then
|
||
npc = NameManager.roleSex == ROLE_SEX.BOY and npc1 or npc2
|
||
scale = NameManager.roleSex == ROLE_SEX.BOY and 1 or 0.5
|
||
self.userId = PlayerManager.uid
|
||
self.playerLiveView = PlayerLiveView:New(self.roleRoot,1,nil,sortingorder)
|
||
self.playerLiveView:RemoveTitleCanvas()
|
||
self.nameDi.gameObject:SetActive(false)
|
||
--如果修行开启设置修行标识
|
||
if ActTimeCtrlManager.SingleFuncState(108) then
|
||
self.PracticeIcon:SetActive(true)
|
||
PracticeManager.SetPracticeIcon(self.PracticeIcon,PracticeManager.PracticeLevel)
|
||
end
|
||
else
|
||
npc = data.sex == ROLE_SEX.BOY and npc1 or npc2
|
||
scale = data.sex == ROLE_SEX.BOY and 1 or 0.5
|
||
self.userId = data.uid or data.roleUid or data.id
|
||
self.playerLiveView = PlayerLiveView:New(self.roleRoot,2, {
|
||
skin = data.userSkin,
|
||
sex = data.sex,
|
||
ride = data.userMount,
|
||
designation = data.userTitle,
|
||
},sortingorder)
|
||
self.playerLiveView:SetNameHeight(1.5)
|
||
self.playerLiveView:RemoveTitleCanvas()
|
||
if data.userMount == 0 then
|
||
self.nameDi.transform.localPosition = namePos[1].pos
|
||
else
|
||
self.nameDi.transform.localPosition = namePos[2].pos
|
||
end
|
||
self.name.text = data.userName or data.name
|
||
self.nameDi.gameObject:SetActive(true)
|
||
local _lv = data.lv or data.level or data.userLevel
|
||
if _lv and _lv >= GlobalSysConfig[108].OpenRules[2] then
|
||
self.PracticeIcon:SetActive(true)
|
||
PracticeManager.SetPracticeIcon(self.PracticeIcon,data.practiceLevel)
|
||
end
|
||
end
|
||
self.playerLiveView:OnOpen(GetPlayerRoleSingleConFig().Scale2,nil,nil,true)
|
||
self.playerLiveView:OnSortingOrderChange(sortingorder)
|
||
if isSelf then
|
||
self.playerLiveView:SetSelfTag()
|
||
self.playerLiveView:SetEffectScale(2)
|
||
end
|
||
self.playerLiveView.name = "npc"
|
||
|
||
--角色当前的uv
|
||
self.roleCurPos = TileMapView.GetMapData():GetMapData(u, v)
|
||
-- LogWarn(self.roleCurPos.u.."||"..self.roleCurPos.v)
|
||
|
||
self.bLeaderIsIdle = true
|
||
-- self:SetWalkDir(WALK_DIR.LAUCH)
|
||
self:HideSomeTrash()
|
||
self:OnSortingOrderChange(self.parent.GetCurLayer())
|
||
|
||
--当前状态
|
||
self.state = 0
|
||
PlayUIAnim(self.gameObject)
|
||
end
|
||
|
||
function SingleFightPlayerView:SetWalkDir(dir)
|
||
if self.playerLiveView then
|
||
self.playerLiveView:SetWalkDir(dir)
|
||
end
|
||
end
|
||
|
||
function SingleFightPlayerView:SetBattleState(state)
|
||
self.buffEffectRoot.gameObject:SetActive(state)
|
||
end
|
||
|
||
function SingleFightPlayerView:HideSomeTrash()
|
||
for i = 1, 3 do
|
||
self.buffTipList[i]:SetActive(false)
|
||
end
|
||
end
|
||
|
||
function SingleFightPlayerView:OnSortingOrderChange(orginLayer)
|
||
Util.AddParticleSortLayer(self.hitEffect, orginLayer - sortingorder)
|
||
if #self.hurtNum > 0 then -- 初始化完成
|
||
for i = 1, 3 do
|
||
Util.GetGameObject(self.hurtNum[i], "anim"):GetComponent("Canvas").sortingOrder = orginLayer - sortingorder
|
||
end
|
||
end
|
||
sortingorder = orginLayer
|
||
end
|
||
|
||
-- 撞击事件结束后的回调
|
||
function SingleFightPlayerView:hitCallBack(pos)
|
||
self:SetWalkDir(WALK_DIR.IDLE_FRONT)
|
||
self.state = 0
|
||
self.parent.BattleEnd(pos) -- 战斗结束
|
||
if self.isSelf then
|
||
self:SetEffect(self.selectPointPos)
|
||
self.selectPointPos = nil
|
||
end
|
||
if self.targetTimer then
|
||
self.targetTimer:Stop()
|
||
self.targetTimer = nil
|
||
end
|
||
self:SetRoleHitTarget()
|
||
self.targetTimer = Timer.New(function () -- 延迟生成下一个小怪
|
||
self.parent.LoadPointIcon(false)
|
||
end, 0.5)
|
||
self.targetTimer:Start()
|
||
end
|
||
|
||
-- 随机一个位置给大爷走走
|
||
function SingleFightPlayerView:SetRoleHitTarget()
|
||
if self.thread then
|
||
coroutine.stop(self.thread)
|
||
self.thread=nil
|
||
end
|
||
self.thread = coroutine.start(function()
|
||
--LogGreen("随机一个位置给大爷走走")
|
||
--local eventPoint = self.parent.AsideTriggerJudge(self.roleCurPos,self.isSelf)
|
||
--self.parent.AsideTriggerJudge(self.roleCurPos,self.isSelf)
|
||
local pos
|
||
while not pos do
|
||
if self.isclose then
|
||
coroutine.yield()
|
||
end
|
||
coroutine.wait(0.01)
|
||
pos = self:SelectTargetPos()
|
||
end
|
||
--LogGreen("选中的点:"..tostring(pos).." "..tostring(self.userId))
|
||
if pos.x==0 then
|
||
LogError(tostring(pos).."pos.x")
|
||
end
|
||
if pos.y==0 then
|
||
LogError(tostring(pos).."pos.y")
|
||
end
|
||
local pathlist = self:SetRoleWalk(pos)
|
||
self:RoleMove(pathlist)
|
||
end)
|
||
end
|
||
|
||
-- 选择一个目标位置, 就近原则
|
||
function SingleFightPlayerView:SelectTargetPos()
|
||
local iconList = self.parent.RequestIconList()
|
||
--LogGreen("iconList:"..tostring(iconList))
|
||
if iconList and LengthOfTable(iconList) > 0 then
|
||
--LogGreen("iconList:"..tostring(LengthOfTable(iconList)))
|
||
local selectIconList = {}
|
||
local minDis = 999
|
||
for i, v in pairs(iconList) do
|
||
if self.parent.HasSelectIconList(i,self.userId) then
|
||
local targetU, targetV = Map_Pos2UV(i)
|
||
-- 计算相对距离
|
||
local dis = math.abs(self.roleCurPos.u - targetU) + math.abs(self.roleCurPos.v - targetV)
|
||
minDis = minDis <= dis and minDis or dis
|
||
local data = {}
|
||
data.dis = dis
|
||
data.x_axis = targetU
|
||
data.pos = i
|
||
selectIconList[#selectIconList + 1] = data
|
||
end
|
||
end
|
||
|
||
-- 取出目标值. 相等则要x最小的
|
||
if #selectIconList > 1 then
|
||
table.sort(selectIconList, function (a, b)
|
||
if a.dis == b.dis then
|
||
return a.x_axis < b.x_axis
|
||
else
|
||
return a.dis < b.dis
|
||
end
|
||
end )
|
||
end
|
||
|
||
-- 万一图标还没生出来
|
||
local targetPos = 0
|
||
--LogGreen("#selectIconList:"..#selectIconList.." self.uid:"..self.userId)
|
||
if #selectIconList > 1 then
|
||
self.parent.AddSelectIconList(selectIconList[1].pos,self.userId)
|
||
targetPos = self:GetTargetPos(selectIconList[1].pos)
|
||
self.parent.RemoveSelectIconList(self.eventPointPos)
|
||
else
|
||
self.parent.ReleaseIconList()
|
||
return
|
||
end
|
||
self.parent.ReleaseIconList()
|
||
return targetPos
|
||
end
|
||
end
|
||
|
||
|
||
-- 获取当前图标的目标值,传入图标的坐标值, 就近原则
|
||
function SingleFightPlayerView:GetTargetPos(iconPos)
|
||
local u0, v0 = Map_Pos2UV(iconPos)
|
||
if u0==0 then
|
||
LogError("iconPos"..tostring(iconPos))
|
||
end
|
||
local posList = {
|
||
[1] = Vector2.New(u0, v0 - 1), -- 上
|
||
[2] = Vector2.New(u0, v0 + 1), -- 下
|
||
[3] = Vector2.New(u0 - 1, v0), -- 左
|
||
[4] = Vector2.New(u0 + 1, v0), -- 右
|
||
}
|
||
local newList = {}
|
||
|
||
for i = 1, 4 do
|
||
local dis = math.abs(self.roleCurPos.u - posList[i].x) + math.abs(self.roleCurPos.v - posList[i].y)
|
||
local data = {}
|
||
data.dis = dis
|
||
data.axis = posList[i]
|
||
data.index = i
|
||
newList[#newList + 1] = data
|
||
end
|
||
|
||
if #newList > 1 then
|
||
table.sort(newList, function (a, b)
|
||
if a.dis == b.dis then
|
||
return a.axis.x < b.axis.x
|
||
else
|
||
return a.dis < b.dis
|
||
end
|
||
end)
|
||
end
|
||
|
||
local pos = posList[newList[1].index]
|
||
if pos.x==0 then
|
||
LogError(tostring(newList[1]))
|
||
end
|
||
return pos
|
||
end
|
||
|
||
function SingleFightPlayerView:SetRoleWalk(targetPos)
|
||
local funcCanPass = function(data)
|
||
return data.val <= 1
|
||
end
|
||
if targetPos.x==0 then
|
||
LogError(tostring(targetPos))
|
||
end
|
||
local pathList = TileMapView.ShowPath(self.roleCurPos.u, self.roleCurPos.v, targetPos.x, targetPos.y, funcCanPass)
|
||
TileMapView.ClearPath()
|
||
return pathList
|
||
end
|
||
|
||
function SingleFightPlayerView:RoleMove(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
|
||
if self.isSelf and not self.isclose then
|
||
self:PlayStepSound()
|
||
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
|
||
|
||
function SingleFightPlayerView:PlayerMove()
|
||
self.bLeaderIsIdle = false
|
||
end
|
||
function SingleFightPlayerView:PlayStepSound()
|
||
local curTimeStamp = GetTimeStamp()
|
||
if curTimeStamp - self._PlayTimeStamp >= 0.3 then
|
||
self._PlayTimeStamp = curTimeStamp
|
||
SoundManager.PlaySound(SoundConfig.Sound_FootStep.. 8) --math.random(1,7))
|
||
end
|
||
end
|
||
|
||
-- 角色行走结束
|
||
function SingleFightPlayerView:RoleWalkEnd(eventPoint)
|
||
self.callList:Clear()
|
||
self:PlayerIdle()
|
||
if self.eventPointPos then
|
||
local iconType = self.eventPointPos.iconId or -1
|
||
if iconType == -1 then
|
||
self.selectPointPos = Map_UV2Pos(self.eventPointPos.roleCurPos.u,self.eventPointPos.roleCurPos.v)
|
||
else
|
||
self.selectPointPos = eventPoint.pos
|
||
end
|
||
--LogGreen("eventPoint.pos:"..tostring(self.selectPointPos))
|
||
-- 检测方向
|
||
self:SetRoleDir(self.roleCurPos.u * 256 + self.roleCurPos.v, self.selectPointPos)
|
||
-- 设置角色纵深
|
||
self:SetRoleLayer(self:IsRoleFront(self.selectPointPos))
|
||
self:SetIconShow(eventPoint)
|
||
else
|
||
self:SetRoleHitTarget()
|
||
end
|
||
end
|
||
|
||
---检查角色与图标的纵深关系
|
||
function SingleFightPlayerView:IsRoleFront(pos)
|
||
local v0 = self.roleCurPos.v
|
||
local u, v = Map_Pos2UV(pos)
|
||
return v0 >= v
|
||
end
|
||
|
||
|
||
function SingleFightPlayerView:PlayerIdle()
|
||
self.bLeaderIsIdle = true
|
||
if self.SkeletonGraphic and self.SkeletonGraphic.AnimationState then
|
||
self.SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
|
||
self.SkeletonGraphic.transform.localEulerAngles = Vector3.zero
|
||
end
|
||
self.curDir = nil
|
||
end
|
||
|
||
-- 角色停止行走时的朝向
|
||
function SingleFightPlayerView: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
|
||
|
||
---设置角色纵深
|
||
---@param isFront 设置是否角色在前
|
||
function SingleFightPlayerView:SetRoleLayer(isFront)
|
||
local z_axis = isFront and -10 or 10
|
||
local v3 = self.gameObject.transform.localPosition
|
||
self.gameObject.transform.localPosition = Vector3(v3.x, v3.y, z_axis)
|
||
end
|
||
|
||
-- 角色相关
|
||
function SingleFightPlayerView: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_LEFT)
|
||
elseif dU < 0 then
|
||
self:SetWalkDir(WALK_DIR.RUN_RIGHT)
|
||
elseif dV < 0 then
|
||
self:SetWalkDir(WALK_DIR.RUN_UP)
|
||
elseif dV > 0 then
|
||
self:SetWalkDir(WALK_DIR.RUN_DOWN)
|
||
end
|
||
end
|
||
|
||
function SingleFightPlayerView:StackPop()
|
||
if self.callList:Count() > 0 then
|
||
self.callList:Pop()()
|
||
end
|
||
end
|
||
|
||
|
||
-- 设置遇到图标时的表现
|
||
function SingleFightPlayerView:SetIconShow(_eventpoint)
|
||
local iconType = self.eventPointPos.iconId or -1
|
||
--LogGreen("iconType:"..iconType)
|
||
local index = (self.eventpoint == 4 or self.eventpoint == 1) and 4 or 3
|
||
if iconType == -1 then
|
||
--显示对话框
|
||
self.dialogueRoot.gameObject:SetActive(true)
|
||
self.dialogueRoot.transform.localEulerAngles = Vector3.New(0, m_roleTextPos[index].angleOffset, 0)
|
||
self.context.transform.localEulerAngles = Vector3.New(0, m_roleTextPos[index].angleOffset, 0)
|
||
self.dialogueRoot.transform.localPosition = m_roleTextPos[index].pos
|
||
local str = ""
|
||
local strList = {}
|
||
if self.isSelf then
|
||
str = ConfigManager.GetConfigData(ConfigName.SpecialConfig,111).Value
|
||
else
|
||
str = ConfigManager.GetConfigData(ConfigName.SpecialConfig,112).Value
|
||
end
|
||
strList = string.split(str,"#")
|
||
self.context.text = strList[FightPointPassManager.randomNum] or Language[12322]
|
||
self:NotBattleShow()
|
||
elseif iconType == 8 or iconType == 11 then -- 宝箱
|
||
-- self:SetWalkDir(WALK_DIR.JINGYA)
|
||
if self.isSelf then
|
||
self.dialogueRoot.gameObject:SetActive(true)
|
||
self.dialogueRoot.transform.localEulerAngles = Vector3.New(0, m_roleTextPos[index].angleOffset, 0)
|
||
self.context.transform.localEulerAngles = Vector3.New(0, m_roleTextPos[index].angleOffset, 0)
|
||
self.dialogueRoot.transform.localPosition = m_roleTextPos[index].pos
|
||
local str = ""
|
||
local strList = {}
|
||
str = ConfigManager.GetConfigData(ConfigName.MainMapIconConfig,iconType).Desc
|
||
strList = string.split(str,"#")
|
||
local num = math.random(1,#strList)
|
||
self.context.text = strList[num]
|
||
local boxPos = self.selectPointPos
|
||
Timer.New(function()
|
||
if self.state == 1 then
|
||
self:SetEffect(boxPos)
|
||
end
|
||
end,1.5):Start()
|
||
end
|
||
self:NotBattleShow()
|
||
elseif iconType == 7 then -- NPC, 不一样的BB
|
||
-- self:SetWalkDir(WALK_DIR.JINGYA)
|
||
if self.isSelf then
|
||
local str, str1 = ""
|
||
local strList,strList1 = {}
|
||
str = ConfigManager.GetConfigData(ConfigName.MainMapIconConfig,iconType).Desc
|
||
str1 = ConfigManager.GetConfigData(ConfigName.MainMapIconConfig,iconType).DescNPC
|
||
strList = string.split(str,"#")
|
||
strList1 = string.split(str1,"#")
|
||
local num = math.random(1,#strList)
|
||
|
||
self.dialogueRoot.gameObject:SetActive(true)
|
||
self.dialogueRoot.transform.localEulerAngles = Vector3.New(0, m_roleTextPos[index].angleOffset, 0)
|
||
self.context.transform.localEulerAngles = Vector3.New(0, m_roleTextPos[index].angleOffset, 0)
|
||
self.dialogueRoot.transform.localPosition = m_roleTextPos[index].pos
|
||
self.context.text = strList[num]
|
||
|
||
-- 设置老头
|
||
local oldManAngle = Vector3.New(0, m_oldManTextPos[index].angleOffset, 0)
|
||
self.eventPointPos:SetDialogueDir(m_oldManTextPos[index].pos, oldManAngle)
|
||
self.eventPointPos:ShowDialogue(false)
|
||
self.eventPointPos:SetDialogueStr(strList1[num])
|
||
Timer.New(function()
|
||
if self.dialogueRoot then
|
||
if self.dialogueRoot.gameObject then
|
||
self.dialogueRoot.gameObject:SetActive(false)
|
||
end
|
||
end
|
||
if self.state == 1 then
|
||
self.eventPointPos:ShowDialogue(true)
|
||
self:NotBattleShow()
|
||
end
|
||
end,1):Start()
|
||
else
|
||
self:NotBattleShow()
|
||
end
|
||
self:NotBattleShow()
|
||
else -- 战斗
|
||
-- 设置战斗状态
|
||
self:EnterBattle()
|
||
self.dialogueRoot.gameObject:SetActive(false)
|
||
self:private_ShakeByTimes(_eventpoint, self.m_roleFaceDir, mapIconConfig[iconType].HurtNum,1,function()
|
||
self:hitCallBack(_eventpoint.pos)
|
||
end)
|
||
end
|
||
end
|
||
|
||
-- 宝箱特效的位置
|
||
local boxEffectPos = {
|
||
[1] = Vector3.New(44, 140, 0),
|
||
[2] = Vector3.New(35, 188, 0),
|
||
[3] = Vector3.New(169, 168, 0),
|
||
}
|
||
|
||
function SingleFightPlayerView:SetEffect(pos)
|
||
local boxState = FightPointPassManager.GetBoxState()
|
||
boxState = boxState == 0 and 1 or boxState
|
||
local tartPos = boxEffectPos[boxState]
|
||
|
||
--LogGreen("boxState:" ..boxState)
|
||
if self.parent.moneyEffect then
|
||
self.parent.moneyEffect:GetComponent("RectTransform").anchoredPosition = SetObjPosByUV(pos)
|
||
Util.ClearTrailRender(self.parent.moneyEffect)
|
||
self:SetBoxEffect(false, Vector3.zero)
|
||
self.parent.moneyEffect:SetActive(true)
|
||
self.parent.moneyEffect:GetComponent("RectTransform"):DOAnchorPos(Vector2.New(tartPos.x + 88, tartPos.y + 359), 0.6, false):OnComplete(function ()
|
||
self:SetBoxEffect(true, boxState)
|
||
if self.parent.moneyEffect then
|
||
self.parent.moneyEffect:SetActive(false)
|
||
end
|
||
end)
|
||
end
|
||
SoundManager.PlaySound(SoundConfig.Sound_FightArea_Gold)
|
||
end
|
||
|
||
-- 设置宝箱特效s
|
||
function SingleFightPlayerView:SetBoxEffect(isShow, state)
|
||
if not isShow then
|
||
if self.parent.boxEffect then
|
||
self.parent.boxEffect:SetActive(false)
|
||
end
|
||
else
|
||
self.parent.boxEffect.transform.localPosition = boxEffectPos[state]
|
||
self.parent.boxEffect:SetActive(true)
|
||
end
|
||
end
|
||
|
||
function SingleFightPlayerView:private_ShakeByTimes(_point, roleFaceDir, shakeTime, index, func)
|
||
local point = _point.event
|
||
local icon = point.go
|
||
local start = index
|
||
local iconType = point.iconId
|
||
local leftNum = math.floor(start % 2)
|
||
-- 主动打击者
|
||
local go = leftNum == 1 and self.roleRoot or icon
|
||
|
||
-- 受击对象
|
||
local hurtGo = leftNum ~= 1 and self.roleRoot or Util.GetGameObject(icon, "root")
|
||
|
||
local isReverse = leftNum == 0
|
||
local objPos = isReverse and self.roleCurPos.u * 256 + self.roleCurPos.v or _point.pos
|
||
|
||
local end_callBack = function() -- 受击结束动画
|
||
self.hitEffect:SetActive(false)
|
||
--LogGreen("end_callBack:"..start)
|
||
if start >= shakeTime then
|
||
-- 执行最终回调
|
||
func()
|
||
return
|
||
else
|
||
start = start + 1
|
||
self:private_ShakeByTimes(_point, roleFaceDir, shakeTime, start, func)
|
||
end
|
||
end
|
||
|
||
local mid_callBack = function() -- 打击时间点
|
||
--LogGreen("mid_callBack:")
|
||
self:private_BloodBlood(objPos, start, iconType, isReverse, 0)
|
||
self:pravite_PlayHitEffect(objPos)
|
||
if point then
|
||
point:SetPointAnimation(iconType, 2)
|
||
end
|
||
--整个东西缩一下
|
||
self:PlayScale(hurtGo, 0.7)
|
||
if self.isSelf then
|
||
SoundManager.PlaySound(SoundConfig.Sound_FightArea_Attack[math.random(1, #SoundConfig.Sound_FightArea_Attack)])
|
||
end
|
||
end
|
||
|
||
local func = function()
|
||
self:pravite_ShakeObjOnce(go, isReverse, roleFaceDir, end_callBack, mid_callBack)
|
||
end
|
||
if self.callbackTimer then
|
||
self.callbackTimer:Stop()
|
||
self.callbackTimer = nil
|
||
end
|
||
self.callbackTimer = Timer.New(function ()
|
||
func()
|
||
end, 0.2)
|
||
self.callbackTimer:Start()
|
||
end
|
||
|
||
-- 怪物被打得吐血
|
||
--- @param showType 参数为0时表示为掉血,参数大于0时表示为补血
|
||
function SingleFightPlayerView:private_BloodBlood(objPos, index, iconType, isMonster, showType, func)
|
||
local i = math.floor(index % 3 + 1)
|
||
|
||
-- 吐血随机值
|
||
local hurtNum, isCritical = iconAction.pravite_GetHurtValue(isMonster, iconType, showType)
|
||
local v2 = SetObjPosByUV(objPos)
|
||
self.hurtNum[i]:GetComponent("RectTransform").anchoredPosition3D = Vector3.New(v2.x, v2.y, 0) + Vector3.New(0, 120, 0)
|
||
Util.GetGameObject(self.hurtNum[i], "anim/Image"):SetActive(false)
|
||
Util.GetGameObject(self.hurtNum[i], "anim/anim"):GetComponent("Text").text = iconAction.DecodeHurt(hurtNum, isCritical, showType)
|
||
self.hurtNum[i]:SetActive(true)
|
||
|
||
-- if self.hurtNumTimer then
|
||
-- self.hurtNumTimer:Stop()
|
||
-- self.hurtNumTimer = nil
|
||
-- end
|
||
-- self.hurtNumTimer =
|
||
Timer.New(function()
|
||
if self.hurtNum[i] then
|
||
self.hurtNum[i]:SetActive(false)
|
||
end
|
||
if func then func() end
|
||
end, 1.5):Start()
|
||
-- self.hurtNumTimer
|
||
end
|
||
|
||
-- 震动动画
|
||
function SingleFightPlayerView:pravite_ShakeObjOnce(go, isReverse, roleFaceDir, func, mid_func)
|
||
if self.isclose then
|
||
return
|
||
end
|
||
--LogGreen("pravite_ShakeObjOnce:"..go.name.." isReverse:"..tostring(isReverse).." roleFaceDir:"..tostring(roleFaceDir))
|
||
local offSet = isReverse and 90 or 120
|
||
offSet = offSet / math.min(Screen.width/1080, Screen.height/1920)
|
||
|
||
if not IsNull(go) then
|
||
local originPos = go:GetComponent("RectTransform").anchoredPosition
|
||
local value = isReverse and -1 or 1
|
||
local targetPos = originPos + Vector2.New(offSet * roleFaceDir.x * value, offSet * roleFaceDir.y * value)
|
||
go:GetComponent("RectTransform"):DOAnchorPos(targetPos, 0.1, false):OnComplete(function ()
|
||
if mid_func then mid_func() end
|
||
go:GetComponent("RectTransform"):DOAnchorPos(originPos, 0.1, false):OnComplete(function ()
|
||
if func then func() end
|
||
end)
|
||
end)
|
||
end
|
||
end
|
||
|
||
-- 缩放
|
||
function SingleFightPlayerView:PlayScale(go, scale)
|
||
if self.isclose then
|
||
return
|
||
end
|
||
if go then
|
||
local originScale = go.transform.localScale
|
||
go.transform:DOScale(originScale * scale, 0.1):OnComplete(function ()
|
||
go.transform:DOScale(originScale, 0.1)
|
||
end)
|
||
end
|
||
end
|
||
|
||
-- 受击特效
|
||
function SingleFightPlayerView:pravite_PlayHitEffect(pos)
|
||
--local u, v = Map_Pos2UV(pos)
|
||
--local v2 = RectTransformUtility.WorldToScreenPoint(TileMapView.GetCamera(), TileMapView.GetLiveTilePos(u, v))
|
||
--v2 = v2 / math.min(Screen.width/1080, Screen.height/1920)
|
||
--LogGreen("self.hitEffect:")
|
||
self.hitEffect.transform.localPosition = SetObjPosByUV(pos)
|
||
self.hitEffect:SetActive(true)
|
||
end
|
||
|
||
|
||
-- 不是战斗的表现
|
||
function SingleFightPlayerView:NotBattleShow()
|
||
if self.battleTimer then
|
||
self.battleTimer:Stop()
|
||
self.battleTimer = nil
|
||
end
|
||
if self.targetTimer then
|
||
self.targetTimer:Stop()
|
||
self.targetTimer = nil
|
||
end
|
||
self.battleTimer = Timer.New(function ()
|
||
self.dialogueRoot.gameObject:SetActive(false)
|
||
self.parent.BattleEnd(self.selectPointPos)
|
||
self:SetRoleLayer(true)
|
||
self:SetBattleState(false)
|
||
self.targetTimer = Timer.New(function ()
|
||
self.parent.LoadPointIcon(false)
|
||
self:SetRoleHitTarget()
|
||
self.state = 0
|
||
self.selectPointPos = nil
|
||
self.eventPointPos = nil
|
||
end, 0.5)
|
||
self.targetTimer:Start()
|
||
end, 1)
|
||
self.battleTimer:Start()
|
||
end
|
||
|
||
-- 进入战斗状态
|
||
function SingleFightPlayerView:EnterBattle()
|
||
self:SetBattleState(true)
|
||
end
|
||
|
||
function SingleFightPlayerView:StopAction()
|
||
self.callList:Clear()
|
||
self:SetWalkDir(WALK_DIR.IDLE_FRONT)
|
||
self.hitEffect:SetActive(false)
|
||
for i = 1, #self.hurtNum do
|
||
self.hurtNum[i].gameObject:SetActive(false)
|
||
end
|
||
if self.targetTimer then
|
||
self.targetTimer:Stop()
|
||
self.targetTimer = nil
|
||
end
|
||
if self.callbackTimer then
|
||
self.callbackTimer:Stop()
|
||
self.callbackTimer = nil
|
||
end
|
||
-- if self.hurtNumTimer then
|
||
-- self.hurtNumTimer:Stop()
|
||
-- self.hurtNumTimer = nil
|
||
-- end
|
||
if self.battleTimer then
|
||
self.battleTimer:Stop()
|
||
self.battleTimer = nil
|
||
end
|
||
|
||
--LogGreen("停止协程")
|
||
if self.thread then
|
||
coroutine.stop(self.thread)
|
||
self.thread = nil
|
||
end
|
||
end
|
||
|
||
function SingleFightPlayerView:OnClose()
|
||
self.isclose = true
|
||
self.dialogueRoot.gameObject:SetActive(false)
|
||
self:StopAction()
|
||
self.hurtNum = {}
|
||
self.buffTipList = {}
|
||
if self.playerLiveView then
|
||
self.playerLiveView:OnClose()
|
||
self.playerLiveView = nil
|
||
end
|
||
|
||
--角色当前方向
|
||
self.curDir = nil
|
||
--当前选中点的位置
|
||
self.selectPointPos = 0
|
||
--角色停止行走时的朝向
|
||
self.eventpoint = 0
|
||
--当前触发的事件点
|
||
self.eventPointPos = nil
|
||
self.state = 0
|
||
end
|
||
return SingleFightPlayerView |