miduo_client/Assets/ManagedResources/~Lua/Modules/Story/StoryMapPanel.lua

135 lines
4.4 KiB
Lua

require("Base/BasePanel")
StoryMapPanel = Inherit(BasePanel)
local this = StoryMapPanel
require("Modules/Map/Logic/TileMapView")
-- 小地图
local fightMap = require("Modules/Fight/View/FightPointMapView")
--初始化组件(用于子类重写)
function this:InitComponent()
this.TT = Util.GetGameObject(self.gameObject,"scroll/mapParent/TT")
this.startBtn = Util.GetGameObject(self.gameObject,"Start")
this.ViewCameraTran = Util.GetGameObject(self.gameObject,"CameraPos# (1)")
end
--绑定事件(用于子类重写)
function this:BindEvent()
Util.AddClick(this.btnBack, function ()
this:ClosePanel()
end)
Util.AddClick(this.startBtn, function ()
UIManager.camera.clearFlags = CameraClearFlags.Depth
this.liveNode:SetWalkDir(WALK_DIR.RUN_UP)
local timer = 0
LogGreen("timer:"..timer)
this.timer = Timer.New(function()
local v = Vector3.New(this.TT.transform.anchoredPosition3D.x + 800 ,this.TT.transform.anchoredPosition3D.y ,this.TT.transform.anchoredPosition3D.z )
this:RunMap(v,timer)
-- local MoveSpeed = 1
-- this.TT.transform.Translate(Vector3.forward * MoveSpeed * Time.deltaTime, RedBall.transform);
end,1)
this.timer:Start()
end)
end
function this:RunMap(v,timer)
this.TT.transform:DOAnchorPos(v,1):OnComplete(function ()
v = Vector3.New(this.TT.transform.anchoredPosition3D.x + 800 ,this.TT.transform.anchoredPosition3D.y ,this.TT.transform.anchoredPosition3D.z )
--Util.SetLocalPosition(this.ViewCameraTran.transform, this.TT.transform.anchoredPosition3D.x ,this.TT.transform.anchoredPosition3D.y ,this.TT.transform.anchoredPosition3D.z)
timer = timer + 1
if timer > 5 then
return
else
this:RunMap(v,timer)
end
end):SetEase(Ease.Linear)
end
--添加事件监听(用于子类重写)
function this:AddListener()
end
--移除事件监听(用于子类重写)
function this:RemoveListener()
end
--界面打开时调用(用于子类重写)
function this:OnOpen(_mapData)
--this:LoadMapData()
this.LoadTT()
end
--local mapCtrl = "MapCtrl"
-- function this:LoadMapData()
-- UIManager.camera.clearFlags = CameraClearFlags.Depth
-- -- 所有物体的根节点
-- this.mapRoot = poolManager:LoadAsset(mapCtrl, PoolManager.AssetType.GameObject)
-- this.mapRoot.name = mapCtrl
-- this.mapRoot.transform:SetParent(UIManager.uiRoot.transform.parent)
-- this.mapRoot.transform.position = Vector3.New(0, 0, -100)
-- TileMapView.fogSize = 2
-- local curChapter = FightPointPassManager.GetCurChapterIndex()
-- local index = 1
-- index = math.floor((curChapter - 1) % 5 + 1)
-- -- LogPink("#mapIdList:"..#mapIdList.." m_curMapId:"..m_curMapId.." curChapter:"..curChapter.." index:"..index.." State:"..tostring(FightPointPassManager.isOpenNewChapter))
-- TileMapView.AwakeInit(this.mapRoot, 5002, nil, Vector2.New(180, 180))
-- TileMapView.isShowFog = false
-- TileMapController.IsShieldDrag = function()
-- --当栈中有逻辑,则拖动可以打断镜头跟随
-- return false
-- end
-- TileMapController.OnClickTile = this.OnClickTile
-- TileMapController.Init(this.mapRoot, this.dragCtrl)
-- TileMapView.Init()
-- --TileMapView.SetSpriteBG(mapRes[index])
-- -- 设置镜头的尺寸
-- TileMapView.SetMapScale(Screen.height / 1920)
-- -- 设置相机初始化位置
-- local camInitPos = InitCamPos[5002].pos
-- TileMapView.SetCameraPos(camInitPos)
-- -- 设置不点击
-- this.dragCtrl:SetActive(false)
-- end
local npc = "live2d_npc_map_boy"
---加载跑图角色
function this.LoadTT()
this.liveNode = PlayerLiveView:New(this.TT,1)
this.liveNode:OnOpen(GetPlayerRoleSingleConFig().Scale13,Vector3.New(0,-30,0),WALK_DIR.IDLE_FRONT)
--Util.SetLocalPosition(this.ViewCameraTran.transform, this.TT.transform.anchoredPosition3D.x ,this.TT.transform.anchoredPosition3D.y ,this.ViewCameraTran.transform.anchoredPosition3D.z)
end
--设置跑图角色方向
function this.SetTTDirection()
end
function this:OnShow()
end
function this:OnSortingOrderChange()
end
--界面关闭时调用(用于子类重写)
function this:OnClose()
end
--界面销毁时调用(用于子类重写)
function this:OnDestroy()
end
return StoryMapPanel