增加绘制时装时隐藏图层的显示
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@ -218,6 +218,9 @@ class Rindro_Draw_Character {
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//绘制体信息
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DrawInfo = null;
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//隐藏图层Map
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HideMap = null;
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ENUM_RINDRO_JOB_NAME = ["swordman", "fighter", "gunner", "mage", "priest", "atgunner", "thief", "atfighter", "atmage", "demonicswordman", "creatormage"];
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ENUM_RINDRO_JOB_TITLE_HEIGHT = [
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@ -408,8 +411,16 @@ class Rindro_Draw_Character {
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//没有Ani 就那种透明时装
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if (!(Equ.rawin("Ani_" + JobName))) return AniList;
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//记录时装的隐藏图层值
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if (Equ.rawin("hidelayer")) {
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foreach(value in Equ["hidelayer"]) {
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HideMap.rawset(value, true);
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}
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}
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//读取Ani配置
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local AniScript = Equ["Ani_" + JobName];
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// printT(AniScript);
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if (Equ.equipment_type == "skin avatar") {
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local Path;
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if (JobName.find("at") >= 0) {
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@ -430,7 +441,7 @@ class Rindro_Draw_Character {
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local AniBuf = Rindro_Animation(Path, Ao);
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AniList.append({
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Ani = AniBuf,
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Layer = 0,
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Layer = -1,
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});
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} else {
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foreach(Info in AniScript.layer_variation) {
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@ -456,6 +467,7 @@ class Rindro_Draw_Character {
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}
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constructor(Job, EquipmentArr, Action, Name) {
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HideMap = {};
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DrawInfo = GetCharacAniByEqu(Job, EquipmentArr, Action);
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this.Job = Job;
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this.Name = Name;
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@ -463,6 +475,8 @@ class Rindro_Draw_Character {
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function Draw(X, Y) {
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foreach(AniInfo in DrawInfo) {
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// print(AniInfo.Layer);
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if(!HideMap.rawin(AniInfo.Layer))
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AniInfo.Ani.Draw(X, Y);
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}
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