添加光环
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defe94034b
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@ -191,6 +191,18 @@ class _AssetManager_ {
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Ret = Data.Get();
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DataTable.type.index <- Ret.tointeger();
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}
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//光环效果
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else if (Pack == "[aurora graphic effects]") {
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DataTable.aurora_effects <- [];
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local Count = Data.Get();
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for (local i = 0; i< Count; i++) {
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local T = {
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type = Data.Get(),
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path = Data.Get().tolower()
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}
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DataTable.aurora_effects.push(T);
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}
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}
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//Ani
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else if (Pack == "[animation job]") {
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local Job = Data.Get().slice(1, -1);
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@ -50,6 +50,9 @@ class Character_Animation extends Actor {
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//普通攻击Ani
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AttackAni = null;
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//光环
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AuroraAni = null;
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constructor() {
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base.constructor();
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@ -57,7 +60,6 @@ class Character_Animation extends Actor {
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//同步单部位动画
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function SyncAnimationBySlot(Type, AniObj, Src) {
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this[AniObj][Type] <- [];
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//如果有时装就初始化Ani
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@ -113,8 +115,6 @@ class Character_Animation extends Actor {
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}
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}
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}
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return this[AniObj][Type];
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}
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//读取并设置Ani
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@ -275,6 +275,30 @@ class Character_Animation extends Actor {
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// ReadAndSetAttackAni();
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}
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function InitAuroa() {
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//光环
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local Info = Parent.aurora;
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//如果有光环
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if (AuroraAni) {
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foreach(Ani in AuroraAni) {
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Removechild(Ani);
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}
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}
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AuroraAni = [];
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foreach(Effect in Info.Aurora_effects) {
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local AniBuf = Animation(Effect.path);
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AuroraAni.append(AniBuf);
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Addchild(AniBuf);
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//front
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if (Effect.type == 1) {
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AniBuf.SetZOrder(100000);
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} else {
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AniBuf.SetZOrder(-100000);
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}
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}
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}
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//设置Ani
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function SetAnimation(Ani) {
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@ -295,7 +319,7 @@ class Character_Animation extends Actor {
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CurrentAni = this[Ani];
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}
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//重置Ani 并添加子对象
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foreach(AniGroup in CurrentAni) {
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foreach(Key, AniGroup in CurrentAni) {
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foreach(AniObj in AniGroup) {
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AniObj.Reset();
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Addchild(AniObj);
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@ -27,6 +27,8 @@ class GameItem.Equipment extends GameItem.Item {
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Description = "";
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//文件路径
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DirPath = null;
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//光环特效
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Aurora_effects = null;
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//装备属性
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Property = null;
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@ -51,6 +53,7 @@ class GameItem.Equipment extends GameItem.Item {
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if (EquInfo.rawin("icon")) Icon = EquInfo["icon"];
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if (EquInfo.rawin("Ani")) Animation_Job = EquInfo["Ani"];
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if (EquInfo.rawin("DirPath")) DirPath = EquInfo["DirPath"];
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if (EquInfo.rawin("aurora_effects")) Aurora_effects = EquInfo["aurora_effects"];
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}
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}
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}
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@ -73,6 +76,7 @@ class GameItem.Equipment extends GameItem.Item {
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else if (EType == "shoes avatar") SetRealEquipmentType("shoes", "avatar");
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else if (EType == "breast avatar") SetRealEquipmentType("breast", "avatar");
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else if (EType == "face avatar") SetRealEquipmentType("face", "avatar");
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else if (EType == "aurora avatar") SetRealEquipmentType("aurora", "aurora");
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}
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//穿戴装备回调
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@ -16,6 +16,7 @@ class GameObject.Character extends GameObject.ActiveObject {
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pants = null; //下装
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shoes = null; //鞋子
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weapon = null; //武器
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aurora = null; //光环
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//动画对象管理器
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AnimationManager = null;
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@ -100,6 +101,8 @@ class GameObject.Character extends GameObject.ActiveObject {
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//如果是武器或者时装则同步动画
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if (Equ.SlotType == "weapon" || Equ.Type == "avatar") {
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AnimationManager.Init(Equ.SlotType);
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} else if (Equ.Type == "aurora") {
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AnimationManager.InitAuroa();
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}
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}
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//切换装备列表
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