临时存档推
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Yosin_Engine.exe
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Yosin_Engine.exe
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@ -164,6 +164,13 @@ class Animation extends Actor {
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return FrameArr[CurrentFrameIndex];
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}
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//设置描边
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function SetOutline(Flag, Color = 0xffffffff) {
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foreach(Index, Sprite in SpriteArr) {
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Sprite.SetOutline(Flag, Color);
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}
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}
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function FlushFrame(Index) {
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//同步当前帧
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CurrentFrameIndex = Index;
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@ -169,11 +169,9 @@ class GlobaData {
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if (!Buf) {
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Buf = "";
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} else {
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Buf = "<" + Before + "::" + Buf + "`" + getroottable()._Script_Data_.GetLoadString(Buf) + "`>";
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Buf = getroottable()._Script_Data_.GetLoadString(Buf);
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}
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Buf = Buf + "\r\n";
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out += Buf;
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break;
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return Buf;
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}
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case 2: {
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IO.seek(-4, 'c');
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@ -46,6 +46,11 @@ class CL_SpriteObject extends CL_BaseObject {
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Sprite_SetMode(this.C_Object, Mode);
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}
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//设置描边
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function SetOutline(Flag, Color = 0xffffffff) {
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Sprite_SetOutline(this.C_Object, Flag, Color);
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}
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//设置裁切
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function SetCropRect(Parameter1, Parameter2, ...) {
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if (vargv.len() == 0) {
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@ -398,6 +398,8 @@ function _Yosin_Windows_Logic_(Dt, Ui_Layer) {
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//鼠标点击Flag
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_Mouse_Click_Flag <- {};
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_Yosin_Cursor();
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//特殊鼠标逻辑
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_Yosin_Mouse_Logic_Func_ <- {};
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//鼠标逻辑入口
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function _Yosin_Windows_Mouse_Logic_(MouseState, Wheel, MousePos_X, MousePos_Y) {
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@ -468,9 +470,19 @@ function _Yosin_Windows_Mouse_Logic_(MouseState, Wheel, MousePos_X, MousePos_Y)
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break;
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}
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}
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if (Math.IsIntersectRect(MousePos_X, MousePos_Y, 1, 1, Window.X, Window.Y, Window.Width, Window.Height)) return;
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if (Math.IsIntersectRect(MousePos_X, MousePos_Y, 1, 1, Window.X, Window.Y, Window.Width, Window.Height)) break;
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}
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}
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//可注册的除窗口外的其他事件
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foreach(Func in _Yosin_Mouse_Logic_Func_) {
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local ret = Func(MouseState, Wheel, MousePos_X, MousePos_Y);
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if (ret == true) return;
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}
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}
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//注册鼠标逻辑函数
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function Reg_Yosin_Mouse_Logic(Flag, Func) {
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_Yosin_Mouse_Logic_Func_.rawset(Flag, Func);
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}
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//输入逻辑函数Map
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@ -64,6 +64,7 @@ l:\Yosin_Engine\Yosin&Kiwano_DOF\sqr\User\Object\ActiveObject\StaticObjectClass.
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l:\Yosin_Engine\Yosin&Kiwano_DOF\sqr\User\Object\ActiveObject\ActiveObjectClass.nut
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l:\Yosin_Engine\Yosin&Kiwano_DOF\sqr\User\Object\ActiveObject\PassiveObjectClass.nut
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l:\Yosin_Engine\Yosin&Kiwano_DOF\sqr\User\Object\ActiveObject\MonsterObjectClass.nut
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l:\Yosin_Engine\Yosin&Kiwano_DOF\sqr\User\Object\ActiveObject\NpcObjectClass.nut
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l:\Yosin_Engine\Yosin&Kiwano_DOF\sqr\User\Object\ActiveObject\CharacterObjectClass.nut
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l:\Yosin_Engine\Yosin&Kiwano_DOF\sqr\User\Object\ActiveObject\CharacterObjectClass_AI.nut
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@ -16,6 +16,8 @@ class _AssetManager_ {
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TownList = null;
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//装备列表
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EquipmentList = null;
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//NPC列表
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NpcList = null;
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function InitMapList() {
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MapList = ScriptData.GetFileData("map/map.lst", function(DataTable, Data) {
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@ -136,6 +138,20 @@ class _AssetManager_ {
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});
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}
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function InitNpcList() {
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NpcList = ScriptData.GetFileData("npc/npc.lst", function(DataTable, Data) {
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while (!Data.Eof()) {
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local Key = Data.Get();
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//注册NPC列表 路径写入 数据未读取
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DataTable.rawset(Key, {
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Path = Data.Get(),
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Data = null
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});
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}
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if (_DEBUG_) print("加载NPCList完成, 共" + DataTable.len() + "个");
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});
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}
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function InitTownList() {
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TownList = ScriptData.GetFileData("town/town.lst", function(DataTable, Data) {
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while (!Data.Eof()) {
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@ -159,6 +175,8 @@ class _AssetManager_ {
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InitCharacter();
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//初始化装备列表
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InitEquipmentList();
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//初始化NPC列表
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InitNpcList();
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getroottable().AssetManager <- this;
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@ -250,4 +268,51 @@ class _AssetManager_ {
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EquipmentList[Idx].Data = m_data;
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return m_data;
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}
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//Public::
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//获取NPC信息
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function GetNpc(Idx) {
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//如果没有这个NPC则返回
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if (!(NpcList.rawin(Idx))) return;
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//如果NPC数据已经读取过存在了则直接返回
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if (NpcList[Idx].Data) return NpcList[Idx].Data;
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local Path = NpcList[Idx].Path;
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local m_data = ScriptData.GetFileData("npc/" + Path, function(DataTable, Data) {
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DataTable.DirPath <- DataTable.filepath.slice(0, DataTable.filepath.lastfind("/") + 1);
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while (!Data.Eof()) {
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local Pack = Data.Get();
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//各种头像
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if (Pack == "[small face]" || Pack == "[big face]" || Pack == "[popup face]") {
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local RealKey = Pack.slice(1, Pack.find(" face")) + "_face";
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DataTable[RealKey] <- {
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img = Data.Get().tolower(),
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idx = Data.Get()
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}
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} else if (Pack == "[field animation]") {
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DataTable.field_animation <- DataTable.DirPath + Data.Get().tolower();
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} else if (Pack == "[field wav]") {
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DataTable.field_wav <- Data.Get();
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} else if (Pack == "[popup wav]") {
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DataTable.popup_wav <- [Data.Get(), Data.Get()];
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} else if (Pack == "[name]") {
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DataTable.name <- Data.Get();
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} else if (Pack == "[field name]") {
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DataTable.field_name <- Data.Get();
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}
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//功能
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else if (Pack == "[role]") {
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DataTable.role <- {};
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while (true) {
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local Ret = Data.Get();
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if (Ret == "[/role]") break;
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DataTable.role.rawset(Ret.slice(1, -1).tolower(), Data.Get());
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}
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}
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}
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});
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NpcList[Idx].Data = m_data;
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return m_data;
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}
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}
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@ -11,7 +11,7 @@ class _FontAssetManager_ {
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function InitFont() {
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//普通宋体小字
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// Font.PreLoad("新宋体");
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Font("新宋体", 11.5).Register(0);
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Font("宋体", 11.5).Register(0);
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}
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constructor() {
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@ -64,6 +64,7 @@ class GameObject.Character extends GameObject.ActiveObject {
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//分配控制器
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Controller = Object_Controller(this);
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}
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@ -0,0 +1,88 @@
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/*
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文件名:NpcObjectClass.nut
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路径:User/Object/ActiveObject/NpcObjectClass.nut
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创建日期:2024-12-28 11:11
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文件用途:NPC类
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*/
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class GameObject.NPC extends GameObject.BaseClass {
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//ID
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Id = 0;
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//信息
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Info = null;
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//Ani动画
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Ani = null;
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//名字
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Name = null;
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//识别高度
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IdentifyHeight = 0;
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//识别宽度
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IdentifyWidth = 0;
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//是否悬停
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IsHover = false;
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function _typeof() {
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return "npc";
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}
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//初始化装配
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function InitAssembly(IndexKey, SetKey, Func) {
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if (Info.rawin(IndexKey)) {
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this[SetKey] = Func(Info[IndexKey]);
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}
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}
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constructor(Id) {
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this.Id = Id;
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base.constructor();
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Info = AssetManager.GetNpc(Id);
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if (Info) {
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//构造Ani
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InitAssembly("field_animation", "Ani", function(Data) {
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local Ani = Animation(Data);
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Addchild(Ani);
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local Size = Ani.GetSize();
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IdentifyHeight = Size.h;
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IdentifyWidth = Size.w;
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return Ani;
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});
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//构造名字
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InitAssembly("name", "Name", function(Data) {
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//创建名字对象
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local NameObj = FontAssetManager.GenerateNormal(Data, true, {
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color = sq_RGBA(242, 209, 175, 255),
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});
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local Height = Ani ? Ani.GetSize().h : 0;
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NameObj.SetPosition(0 - (NameObj.GetSize().w / 2), -Height - 25);
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NameObj.SetZOrder(80000);
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Addchild(NameObj);
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return NameObj;
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});
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}
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}
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function OnMouseLogic(MouseState, Wheel, MousePos_X, MousePos_Y) {
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//悬停事件
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if (!IsHover) {
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IsHover = true;
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//设置Ani描边
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Ani.SetOutline(true, sq_RGBA(155, 255, 0, 250));
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//设置鼠标
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Yosin_Cursor.Change(120);
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}
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}
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function OutMouseLogic() {
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//悬停事件
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if (IsHover) {
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IsHover = false;
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Ani.SetOutline(false);
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//设置鼠标
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Yosin_Cursor.Change(0);
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}
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}
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}
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@ -202,7 +202,7 @@ class Map extends Actor {
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local realpath = m_data.dirpath + path.tolower();
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local TileObj = Tile(realpath);
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TileObj.SetAnchor(0.0, 0.0);
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TileObj.SetPosition(pos * 224, -120 - m_data.background_pos);
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TileObj.SetPosition(pos * 224, -200 - m_data.background_pos);
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LayerObject.bottom.Addchild(TileObj);
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}
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//默认地板 + 摄像机偏移 + 默认需要有一个40的添加地板
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@ -220,7 +220,7 @@ class Map extends Actor {
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local TileObj = Tile(realpath);
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TileObj.SetAnchor(0.0, 0.0);
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//根据基础地板的数量判断是第几排
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TileObj.SetPosition((pos % NormalTileCount) * 224, 560 - 120 - m_data.background_pos + ((pos / NormalTileCount) * 40));
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TileObj.SetPosition((pos % NormalTileCount) * 224, 560 - 200 - m_data.background_pos + ((pos / NormalTileCount) * 40));
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LayerObject.bottom.Addchild(TileObj);
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}
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}
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@ -266,6 +266,21 @@ class Map extends Actor {
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}
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//初始化NPC
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function InitNPC() {
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if (!m_data.rawin("npc")) return;
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local Arr = [];
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foreach(pos, info in m_data.npc) {
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local NPCobj = GameObject.NPC(info.id);
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NPCobj.SetDirection(info.direction);
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NPCobj.SetPosition(info.xpos, info.ypos, info.zpos);
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Arr.push(NPCobj);
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AddObject(NPCobj);
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}
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//构造完成直接赋值对象
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m_data.npc = Arr;
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}
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//添加对象
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function AddObject(obj, IsPlayer = false) {
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@ -287,6 +302,8 @@ class Map extends Actor {
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BackGroundMusic[SoundName] <- BgMusic;
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}
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}
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} else if (typeof obj == "npc") {
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LayerObject.normal.Addchild(obj);
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}
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}
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@ -373,6 +390,10 @@ class Map extends Actor {
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InitBackgroundAnimation();
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//初始化场景Ani
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InitAnimation();
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//初始化NPC
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InitNPC();
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//注册鼠标判定逻辑
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Reg_Yosin_Mouse_Logic("MapMLg_" + C_Object, OnMouseLogic.bindenv(this));
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//设置摄像机的最大可行区域
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m_camera.MovableAreaX = m_length;
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@ -398,6 +419,36 @@ class Map extends Actor {
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}
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}
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function OnMouseLogic(MouseState, Wheel, MousePos_X, MousePos_Y) {
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//判断是人物所在的地图
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if (ClientCharacter && this.C_Object == ClientCharacter.MySelfMap.C_Object) {
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local Arr = [];
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//遍历全部NPC位置
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foreach(index, Npcobj in m_data.npc) {
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//获取NPC的屏幕位置
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local NPCpos = Npcobj.GetWorldPosition();
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//在屏幕中的才添加比对 这里只判断了X轴
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if (NPCpos.x > -20 && NPCpos.y< 1086) {
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Arr.push(NPCpos.x - Npcobj.IdentifyWidth / 2);
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Arr.push(NPCpos.y - Npcobj.IdentifyHeight);
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Arr.push(Npcobj.IdentifyWidth);
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Arr.push(Npcobj.IdentifyHeight);
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}
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}
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local Index = Math.PointIsInWhichRectangle(MousePos_X, MousePos_Y, Arr);
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//有事件发生的NPC对象
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if (Index != -1) {
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return m_data.npc[Index].OnMouseLogic(MouseState, Wheel, MousePos_X, MousePos_Y);
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} else {
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foreach(Npcobj in m_data.npc) {
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Npcobj.OutMouseLogic();
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}
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return null;
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}
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}
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return null;
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}
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//判断区域是否可行
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function CheckMovableArea(gx, gxoffset, gy, gyoffset) {
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local pos = {
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@ -10,6 +10,7 @@ class Tile extends CL_SpriteObject {
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function InitData(path) {
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m_data = ScriptData.GetFileData(path, function(DataTable, Data) {
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DataTable.pos <- 0;
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while (!Data.Eof()) {
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local Pack = Data.Get();
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if (Pack == "[IMAGE]") {
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@ -42,4 +43,19 @@ class Tile extends CL_SpriteObject {
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}
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}
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}
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//设置坐标
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function SetPosition(Value, ...) {
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if (vargv.len() == 0) {
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Value.y += m_data.pos;
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X = Value.x;
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Y = Value.y;
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BaseObject_SetPosition(this.C_Object, Value);
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} else if (vargv.len() == 1) {
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vargv[0] += m_data.pos;
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X = Value;
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Y = vargv[0];
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BaseObject_SetPosition(this.C_Object, Value, vargv[0]);
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}
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}
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}
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@ -14,67 +14,54 @@ function TestStage() {
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// //大背景
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// local BackGround = CL_SpriteObject("sprite/interface2/charactercreatever2/characterbackground.img", 14);
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// local BackGround = CL_SpriteObject("sprite/map/npc/2019_halloween_blossom_normal.img", 0);
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// BackGround.SetPosition(300, 150);
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// BackGround.SetOutline(true);
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// T.Addchild(BackGround);
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// //登录按钮文本
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// local TextActor = TextActor(0, {
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// color = sq_RGBA(186, 147, 97, 255)
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// });
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// TextActor.SetText("测试文字");
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// TextActor.SetPosition(200, 200);
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// TextActor.SetZOrder(1000000);
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// TextActor.SetOutline();
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// T.Addchild(TextActor);
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// local Fontobj = Font();
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// local NPCobj = GameObject.NPC(2);
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// NPCobj.SetPosition(400, 400, 0);
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// T.Addchild(NPCobj);
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// local TownObj = Town(1);
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local TownObj = Town(1);
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local Charc = GameObject.CreateCharacter(0, [101590007, 27675, 601500060, 601550060, 601560058, 601570053, 601520052, 601500060, 601510059, 601530051, 601540060, 601580023]);
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TownObj.AddObject(Charc, true);
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ClientCharacter = Charc;
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||||
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||||
// // local MapObj = Map("map/cataclysm/town/seria_room/elvengard.map");
|
||||
// // // local MapObj = Map("map/cataclysm/town/hendonmyre/new_backstreet_2.map");
|
||||
// // // local MapObj = Map("map/cataclysm/town/seria_room/elvengard.map");
|
||||
// // // local MapObj = Map("map/cataclysm/town/sainthorn_heaven/sainthorn_heaven_ship_rear_down.map");
|
||||
// // T.Addchild(MapObj);
|
||||
|
||||
// local Charc = GameObject.CreateCharacter(0, [101590007, 27675, 601500060, 601550060, 601560058, 601570053, 601520052, 601500060, 601510059, 601530051, 601540060, 601580023]);
|
||||
// // Charc.SetPosition(356, 250, 0);
|
||||
// // Charc.SetAnimation("RestAni");
|
||||
// TownObj.AddObject(Charc, true);
|
||||
|
||||
|
||||
local Window = Sq_CreateWindow(_Select_Character_Window, "选择角色界面窗口", 0, 0, 1066, 600, 0);
|
||||
local T = {
|
||||
loginImg = 1,
|
||||
charac = [{
|
||||
lv = 90,
|
||||
name = "倾泪寒倾泪寒倾泪寒倾泪寒倾泪寒倾泪寒倾泪寒倾泪寒倾泪寒倾泪寒倾泪寒",
|
||||
job = 0,
|
||||
equip = [101020001, 601500060, 601550060, 601560058, 601570053, 601520052, 601500060, 601510059, 601530051, 601540060, 601580023, 609590003]
|
||||
}, {
|
||||
lv = 90,
|
||||
name = "倾泪寒222",
|
||||
job = 0,
|
||||
equip = [101020023, 601500059, 601550059, 601560057, 601570052, 601520051, 601500059, 601510058, 601530050, 601540059, 601580022, 609590003]
|
||||
}, {
|
||||
lv = 90,
|
||||
name = "Kina",
|
||||
job = 0,
|
||||
equip = [101020026, 601500058, 601550058, 601560056, 601570051, 601520050, 601500058, 601510057, 601530049, 601540058, 601580021, 609590003]
|
||||
}, {
|
||||
lv = 90,
|
||||
name = "测试角色",
|
||||
job = 0,
|
||||
equip = [101020037, 601500061, 601550061, 601560059, 601570054, 601520053, 601500061, 601510060, 601530052, 601540061, 601580024, 609590003]
|
||||
}, {
|
||||
lv = 90,
|
||||
name = "测试角色2号",
|
||||
job = 0,
|
||||
equip = [601020007, 601500060, 601550060, 601560058, 601570053, 601520052, 601500060, 601510059, 601530051, 601540060, 601580023, 609590003]
|
||||
}]
|
||||
};
|
||||
Window.Init(T);
|
||||
// local Window = Sq_CreateWindow(_Select_Character_Window, "选择角色界面窗口", 0, 0, 1066, 600, 0);
|
||||
// local T = {
|
||||
// loginImg = 1,
|
||||
// charac = [{
|
||||
// lv = 90,
|
||||
// name = "倾泪寒",
|
||||
// job = 0,
|
||||
// equip = [101020001, 601500060, 601550060, 601560058, 601570053, 601520052, 601500060, 601510059, 601530051, 601540060, 601580023, 609590003]
|
||||
// }, {
|
||||
// lv = 90,
|
||||
// name = "倾泪寒222",
|
||||
// job = 0,
|
||||
// equip = [101020023, 601500059, 601550059, 601560057, 601570052, 601520051, 601500059, 601510058, 601530050, 601540059, 601580022, 609590003]
|
||||
// }, {
|
||||
// lv = 90,
|
||||
// name = "Kina",
|
||||
// job = 0,
|
||||
// equip = [101020026, 601500058, 601550058, 601560056, 601570051, 601520050, 601500058, 601510057, 601530049, 601540058, 601580021, 609590003]
|
||||
// }, {
|
||||
// lv = 90,
|
||||
// name = "测试角色",
|
||||
// job = 0,
|
||||
// equip = [101020037, 601500061, 601550061, 601560059, 601570054, 601520053, 601500061, 601510060, 601530052, 601540061, 601580024, 609590003]
|
||||
// }, {
|
||||
// lv = 90,
|
||||
// name = "测试角色2号",
|
||||
// job = 0,
|
||||
// equip = [601020007, 601500060, 601550060, 601560058, 601570053, 601520052, 601500060, 601510059, 601530051, 601540060, 601580023, 609590003]
|
||||
// }]
|
||||
// };
|
||||
// Window.Init(T);
|
||||
|
||||
// local Actorobj = Actor();
|
||||
// Actorobj.ShowBorder(true);
|
||||
|
|
@ -93,4 +80,5 @@ function TestStage() {
|
|||
// print(ObjectCount);
|
||||
|
||||
// Sq_CreateWindow(_CreateCharacter, "创建角色界面窗口", 0, 0, 1066, 600, 0);
|
||||
|
||||
}
|
||||
|
|
@ -238,5 +238,8 @@
|
|||
},
|
||||
"User/UI/Window/3_Top_tool.nut": {
|
||||
"description": "顶部工具条"
|
||||
},
|
||||
"User/Object/ActiveObject/NpcObjectClass.nut": {
|
||||
"description": "NPC对象"
|
||||
}
|
||||
}
|
||||
Loading…
Reference in New Issue