角色类新增 控制器 新增移动逻辑
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@ -21,6 +21,9 @@ class GameObject.Character extends GameObject.ActiveObject {
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//动画对象管理器
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AnimationManager = null;
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//传送阵Flag
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TransmitFlag = false;
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//属性对象
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Attribute = null;
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@ -30,6 +33,13 @@ class GameObject.Character extends GameObject.ActiveObject {
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//职业编号
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Job = 0;
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//控制器
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Controller = null;
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function _typeof() {
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return "character";
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}
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function Init(Idx) {
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//初始化动画组
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@ -51,6 +61,9 @@ class GameObject.Character extends GameObject.ActiveObject {
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}
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//构造属性对象
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// Attribute = AttributeClass();
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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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@ -94,7 +107,6 @@ class GameObject.Character extends GameObject.ActiveObject {
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if (AnimationManager) AnimationManager.SetAnimation(Ani);
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}
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//切换装备
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function ChangeEquipment(Equ) {
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//如果当前装备槽已经有装备则移除
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@ -126,6 +138,42 @@ class GameObject.Character extends GameObject.ActiveObject {
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AnimationManager.SetName(Name);
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base.SetName(Name);
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}
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//移动速度
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Move_Speed = 500;
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//移动逻辑
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function Move(Dt, X, Y) {
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if (!Parent) return;
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//在城镇里
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if (typeof Parent == "townmap") {
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if (X == 0 && Y == 0) {
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//设置回站立动画
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if (AnimationManager.CurrentAni != AnimationManager.RestAni) {
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AnimationManager.SetAnimation("RestAni");
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}
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} else {
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//设置移动动画
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if (AnimationManager.CurrentAni != AnimationManager.MoveAni) {
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AnimationManager.SetAnimation("MoveAni");
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}
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//设置人物朝向
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if (X > 0) SetDirection(DIRECTION.RIGHT);
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else if (X< 0) SetDirection(DIRECTION.LEFT);
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MoveBy(Dt * X * Move_Speed * 0.001, Dt * Y * Move_Speed * 0.001 * 0.71, 0);
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}
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}
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}
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//更新
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function OnUpdate(Dt) {
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base.OnUpdate(Dt);
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//控制器逻辑更新
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Controller.OnUpdate(Dt);
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}
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}
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//通过职业和装备列表来构造一个角色
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