DOF/sqr/User/Object/ActiveObject/CharacterObjectClass.nut

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/*
文件名:CharacterObjectClass.nut
路径:User/GameClass/ObjectClass/CharacterObjectClass.nut
创建日期:2024-05-11 21:03
文件用途:角色类
*/
class GameObject.Character extends GameObject.ActiveObject {
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hair = null; //头部
hat = null; //帽子
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face = null; //脸部
breast = null; //胸部
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coat = null; //上衣
skin = null; //皮肤
waist = null; //腰部
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pants = null; //下装
shoes = null; //鞋子
weapon = null; //武器
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aurora = null; //光环
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//动画对象管理器
AnimationManager = null;
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//传送阵Flag
TransmitFlag = false;
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//属性对象
Attribute = null;
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//名字
Name = "无名字";
//职业编号
Job = 0;
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//cid
Cid = -1;
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//控制器
Controller = null;
function _typeof() {
return "character";
}
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function Init(Idx) {
//初始化动画组
CurrentAni = [];
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//设置职业编号
this.Job = Idx;
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//获取角色职业信息
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Info = sq_DeepCopy(AssetManager.CharacterInfoList[Idx]);
base.Init(Info);
//构造角色动画对象
AnimationManager = Character_Animation();
Addchild(AnimationManager);
AnimationManager.Init();
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foreach(EquId in Info.default_avatar) {
local EquObj = GameItem.Equipment(EquId);
ChangeEquipment(EquObj);
}
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//构造属性对象
// Attribute = AttributeClass();
}
//开启控制
function OpenControl() {
//分配控制器
Controller = Object_Controller(this);
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}
function SyncObjectBox() {
//同步受击框 和 攻击框
DamageBox = null;
AttackBox = null;
//皮肤同步受击框 武器同步攻击框
foreach(AniObj in CurrentAni) {
if (AniObj.Type == "skin") {
local Info = AniObj.GetCurrentFrameInfo();
if (Info.DamageBox.len() > 0) {
DamageBox = [];
foreach(Box in Info.DamageBox) {
local NewBox = [Box[0] + X, Box[1] + Y, Box[2] + Z, Box[3] + X, Box[4] + Y, Box[5] + Z];
DamageBox.append(NewBox);
}
}
} else if (AniObj.Type == "weapon") {
local Info = AniObj.GetCurrentFrameInfo();
if (Info.AttackBox.len() > 0) {
AttackBox = [];
foreach(Box in Info.AttackBox) {
local NewBox = [Box[0] + X, Box[1] + Y, Box[2] + Z, Box[3] + X, Box[4] + Y, Box[5] + Z];
AttackBox.append(NewBox);
}
}
}
}
}
// function OnUpdate(dt) {
// //原始逻辑
// base.OnUpdate(dt);
// }
//设置Ani
function SetAnimation(Ani) {
//如果存在动画管理器则设置
if (AnimationManager) AnimationManager.SetAnimation(Ani);
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}
//切换装备
function ChangeEquipment(Equ) {
//如果当前装备槽已经有装备则移除
if (this[Equ.SlotType]) {
this[Equ.SlotType].OnWearEnd();
this[Equ.SlotType] = null;
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}
//将装备对象赋值给对应装备槽
this[Equ.SlotType] = Equ;
this[Equ.SlotType].OnWearStart();
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//如果是武器或者时装则同步动画
if (Equ.SlotType == "weapon" || Equ.Type == "avatar") {
AnimationManager.Init(Equ.SlotType);
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} else if (Equ.Type == "aurora") {
AnimationManager.InitAuroa();
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}
}
//切换装备列表
function ChangeEquipmentList(EquList) {
foreach(Equ in EquList) {
ChangeEquipment(Equ);
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}
}
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//设置名字
function SetName(Name) {
this.Name = Name;
AnimationManager.SetName(Name);
base.SetName(Name);
}
//是否为客户端玩家
function IsClientPlayer() {
if (ClientCharacter && this.Cid == ClientCharacter.Cid)
return true;
return false;
}
//移动速度
Move_Speed = 500;
//移动Flag
MoveFlag = DIRECTION.NONE;
//设置移动状态
function SetMoveFlag(Flag) {
//状态有更改
if (Flag != this.MoveFlag) {
this.MoveFlag = Flag;
//站立状态
if (this.MoveFlag == DIRECTION.NONE) {
AnimationManager.SetAnimation("RestAni");
}
//移动状态
else {
AnimationManager.SetAnimation("MoveAni");
}
}
}
//移动逻辑
function MoveLogic(Dt) {
if (!Parent) return;
//没有移动状态
if (MoveFlag == DIRECTION.NONE) return;
//在城镇里
if (typeof Parent == "townmap") {
// 根据 MoveFlag 解出 X 和 Y
local MX, MY;
if (MoveFlag == DIRECTION.UP) {
MX = 0;
MY = -1;
} else if (MoveFlag == DIRECTION.DOWN) {
MX = 0;
MY = 1;
} else if (MoveFlag == DIRECTION.LEFT) {
MX = -1;
MY = 0;
} else if (MoveFlag == DIRECTION.RIGHT) {
MX = 1;
MY = 0;
} else if (MoveFlag == DIRECTION.UP_LEFT) {
MX = -1;
MY = -1;
} else if (MoveFlag == DIRECTION.UP_RIGHT) {
MX = 1;
MY = -1;
} else if (MoveFlag == DIRECTION.DOWN_LEFT) {
MX = -1;
MY = 1;
} else if (MoveFlag == DIRECTION.DOWN_RIGHT) {
MX = 1;
MY = 1;
}
//设置人物朝向
if (MX > 0) SetDirection(DIRECTION.RIGHT);
else if (MX< 0) SetDirection(DIRECTION.LEFT);
MoveBy(Dt * MX * Move_Speed * 0.001, Dt * MY * Move_Speed * 0.001 * 0.71, 0);
}
}
//更新
function OnUpdate(Dt) {
base.OnUpdate(Dt);
//控制器逻辑更新
if (Controller) Controller.OnUpdate(Dt);
//移动逻辑更新
MoveLogic(Dt);
}
}
//通过职业和装备列表来构造一个角色
GameObject.CreateCharacter <- function(Job = 0, EquIdList = [], IsPlayer = false) {
//构造角色
local Character = GameObject.Character();
Character.Init(Job);
foreach(EquId in EquIdList) {
if (EquId > 0) {
local EquObj = GameItem.Equipment(EquId);
Character.ChangeEquipment(EquObj);
}
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}
//如果是玩家开启控制器
if (IsPlayer) Character.OpenControl();
//设置站立模式Ani
Character.SetAnimation("RestAni");
return Character;
}
//通过Cid获取当前地图的角色
GameObject.GetCharacterByCid <- function(cid) {
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//从全局地图中找到角色
if (GlobalTownManager.CurrentMap) {
//遍历所有角色
foreach(obj in GlobalTownManager.CurrentMap.PlayerList) {
//角色对象
if (typeof obj == "character" && obj.Cid == cid) {
return obj;
}
}
}
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}