/* 文件名:2_create_Character.nut 路径:User/UI/Window/2_create_Character.nut 创建日期:2024-12-15 17:40 文件用途: 创建角色 */ // 底部光动画类型 enum BottomLightAniType { light firedust dust aura } // 获取职业信息 function getJobInfo( job ) { local T = {}; switch (job) { case CHARACTERJOB.SWORDMAN: // 男鬼剑士 d T = { index = 0, // 索引 nameIndex = 0, // 名称索引 ani = BottomLightAniType.dust, name = "鬼剑士", info = "借助凝聚在左手上鬼神之力压制敌人的鬼剑士。", // 介绍 changJob = "剑魂 / 鬼泣 / 狂战士 / 阿修罗" // 转职 }; break; case CHARACTERJOB.FIGHTER: // 女格斗家 d T = { index = 1, // 索引 nameIndex = 1, // 名称索引 ani = BottomLightAniType.dust, name = "格斗家", info = "注重身体各不为的锻炼,并熟练运用它们攻击敌人的武道家。", // 介绍 changJob = "气功师 / 散打 / 街霸 / 柔道家" // 转职 }; break; case CHARACTERJOB.GUNNER: // 男神枪手 d T = { index = 2, // 索引 nameIndex = 2, // 名称索引 ani = BottomLightAniType.dust, name = "神枪手", info = "生活在天界的神枪手,是善于利用枪械压制敌人的战士。", // 介绍 changJob = "漫游枪手 / 枪炮师 / 机械师 / 弹药专家 / 合金战士" // 转职 }; break; case CHARACTERJOB.MAGE: // 女魔法师 l T = { index = 3, // 索引 nameIndex = 3, // 名称索引 ani = BottomLightAniType.light, name = "魔法师", info = "善用魔法力量攻击敌人的魔族。", // 介绍 changJob = "元素师 / 召唤师 / 战斗法师 / 魔道学者 / 小魔女" // 转职 }; break; case CHARACTERJOB.PRIEST: // 男圣职者 l T = { index = 4, // 索引 nameIndex = 4 // 名称索引 ani = BottomLightAniType.light, name = "光职者", info = "心怀正义,为惩恶扬善甘愿接收严苛训练的勇士。", // 介绍 changJob = "光明骑士 / 蓝拳使者 / 驱魔师 / 惩戒者" // 转职 }; break; case CHARACTERJOB.AT_GUNNER: // 女神枪手 f T = { index = 5, // 索引 nameIndex = 2, // 名称索引 ani = BottomLightAniType.firedust, name = "神枪手", info = "生活在天界的神枪手,是善于利用枪械压制敌人的战士。", // 介绍 changJob = "漫游枪手 / 枪炮师 / 机械师 / 弹药专家" // 转职 }; break; case CHARACTERJOB.THIEF: // 暗夜使者 a T = { index = 6, // 索引 nameIndex = 5, // 名称索引 ani = BottomLightAniType.aura, name = "暗夜使者", info = "用敏捷身手执行特别人物的暗精灵成员。", // 介绍 changJob = "暗星 / 黑夜术士 / 忍者 / 影武者" // 转职 }; break; case CHARACTERJOB.AT_FIGHTER: // 男格斗家 f T = { index = 7, // 索引 nameIndex = 1, // 名称索引 ani = BottomLightAniType.firedust, name = "格斗家", info = "注重身体各不为的锻炼,并熟练运用它们攻击敌人的武道家。", // 介绍 changJob = "气功师 / 散打 / 街霸 / 柔道家" // 转职 }; break; case CHARACTERJOB.AT_MAGE: // 男魔法师 a T = { index = 8, // 索引 nameIndex = 3, // 名称索引 ani = BottomLightAniType.aura, name = "魔法师", info = "善用魔法力量攻击敌人的魔族。", // 介绍 changJob = "元素爆破师 / 冰洁师 / 猩红法师 / 逐风者 / 次元行者" // 转职 }; break; case CHARACTERJOB.DEMONIC_SWORDMAN: // 黑暗武士 a T = { index = 9, // 索引 nameIndex = 10, // 名称索引 ani = BottomLightAniType.aura, name = " 黑暗武士", info = "跨越时空之门,超越界限之力的剑士。", // 介绍 changJob = "黑暗武士" // 转职 }; break; case CHARACTERJOB.CREATOR_MAGE: // 缔造者 l T = { index = 10, // 索引 nameIndex = 11, // 名称索引 ani = BottomLightAniType.light, name = " 缔造者", info = "从异次元裂缝中获得强大力量的魔法师。", // 介绍 changJob = "缔造者" // 转职 }; break; case CHARACTERJOB.AT_SWORDMAN: // 女鬼剑士 d T = { index = 11, // 索引 nameIndex = 0, // 名称索引 ani = BottomLightAniType.dust, name = "鬼剑士", info = "同样拥有鬼手,却能实战不同的魔力。", // 介绍 changJob = "驭剑士 / 暗殿骑士 / 契魔者 / 流浪武士 / 刃影" // 转职 }; break; case CHARACTERJOB.KNIGHT: // 守护者 l T = { index = 12, // 索引 nameIndex = 6, // 名称索引 ani = BottomLightAniType.light, name = "守护者", info = "穿越各个次元,在战场上驰骋的少女。", // 介绍 changJob = "精灵骑士 / 混沌魔灵 / 帕拉丁 / 龙骑士" // 转职 }; break; case CHARACTERJOB.DEMONIC_LANCER: // 魔枪士 d T = { index = 13, // 索引 nameIndex = 7, // 名称索引 ani = BottomLightAniType.dust, name = "魔枪士", info = "使用蕴含魔力的长枪,专研枪术的战士。", // 介绍 changJob = "征战者 / 决战者 / 狩猎者 / 暗枪士" // 转职 }; break; case CHARACTERJOB.AT_PRIEST: // 女圣职者 l T = { index = 14, // 索引 nameIndex = 4, // 名称索引 ani = BottomLightAniType.light, name = "光职者", info = "心怀正义,为惩恶扬善甘愿接收严苛训练的勇士。", // 介绍 changJob = "光明骑士 / 正义审判者 / 驱魔师 / 除恶者" // 转职 }; break; case CHARACTERJOB.GUN_BLADER: // 枪剑士 d T = { index = 15, // 索引 nameIndex = 8, // 名称索引 ani = BottomLightAniType.dust, name = "枪剑士", info = "执着枪与剑的浪漫的天界人。", // 介绍 changJob = "暗刃 / 特工 / 战线佣兵 / 源能专家" // 转职 }; break; case CHARACTERJOB.ARCHER: // 弓箭手 l T = { index = 16, // 索引 nameIndex = 9, // 名称索引 ani = BottomLightAniType.light, name = "弓箭手", info = "为了守护家园,携弓箭走上冒险之旅的神界人。", // 介绍 changJob = "缪斯 / 旅人 / 猎人 / 妖护使" // 转职 }; break; default: break; } return T; } function getJobEnum(index) { local jobList = [CHARACTERJOB.SWORDMAN, CHARACTERJOB.AT_SWORDMAN, CHARACTERJOB.AT_FIGHTER, CHARACTERJOB.FIGHTER, CHARACTERJOB.GUNNER, CHARACTERJOB.AT_GUNNER, CHARACTERJOB.AT_MAGE, CHARACTERJOB.MAGE, CHARACTERJOB.PRIEST, CHARACTERJOB.AT_PRIEST, CHARACTERJOB.THIEF, CHARACTERJOB.KNIGHT, CHARACTERJOB.DEMONIC_LANCER, CHARACTERJOB.GUN_BLADER, CHARACTERJOB.ARCHER, CHARACTERJOB.DEMONIC_SWORDMAN,CHARACTERJOB.CREATOR_MAGE ]; return jobList[index]; } //创建角色 class _CreateCharacter extends Yosin_Window { //调试模式 // DeBugMode = true; //不是窗口 // NoWindow = true; //是否可见 // Visible = false; BackGround = null; headList = null; jobImg = null; nextJobImg = null; infoWidget = null; topLightObj = null; lightAni = null; dustAni = null; firedustAni = null; auraAni = null; changJobAniClock = null; nextJobIndex = null; constructor(gObjectId, gX, gY, gWidth, gHeight, gTitleH) { base.constructor(gObjectId, gX, gY, gWidth, gHeight, gTitleH); //注册绘制 RegisterDraw(); //注册控件 RegisterWidget(); } function PlayBackgroundMusic() { } function RegisterWidget() { //头像 headList = _CreateCharacter_SelectBaseHeadList(135, 40); AddUIChild(headList); headList.OnClick = changJob.bindenv(this); // 职业介绍 infoWidget = _CreateCharacter_SelectBaseInfo(140, 400); AddUIChild(infoWidget); infoWidget.SetJob(getJobInfo(CHARACTERJOB.SWORDMAN)); // 创建职业 infoWidget.OnClick = function () { }.bindenv(this); } // 切换职业 function changJob(index) { local jobEnum = getJobEnum(index); nextJobIndex = index; // 切换背景 BackGround.SetFrame(CL_SpriteFrameObject("sprite/interface2/charactercreatever2/characterbackground.img", jobEnum)); nextJobImg.SetFrame(CL_SpriteFrameObject("sprite/interface2/charactercreatever2/basecharctertitle.img", jobEnum)); local info = getJobInfo(jobEnum); // 切换介绍 infoWidget.SetJob(getJobInfo(jobEnum)); // 切换底部光动画 lightAni.SetVisible(false); firedustAni.SetVisible(false); dustAni.SetVisible(false); auraAni.SetVisible(false); switch (info.ani){ case BottomLightAniType.light: lightAni.SetVisible(true); break; case BottomLightAniType.firedust: firedustAni.SetVisible(true); case BottomLightAniType.dust: dustAni.SetVisible(true); break; case BottomLightAniType.aura: auraAni.SetVisible(true); break; } // 开始切换动画 changJobAniClock = clock(); // 切换动画中不响应点击 headList.clickOff = true; } /// 切换职业动画 function changJobAni() { if (changJobAniClock == null) return; // 动画的前90%,快,后10%,慢 local ani_progress = Math.sq_GetAccel(0, 100, clock() - changJobAniClock, 0.3, false); if (ani_progress >= 90){ ani_progress = Math.sq_GetAccel(0, 10, clock() - changJobAniClock, 0.7, false) + 90 ; } local x = ani_progress * 5.0; jobImg.SetPosition( 0 - x, 0); nextJobImg.SetPosition(500 - x, 0); jobImg.SetOpacity( (100.0 - ani_progress.tofloat()) / 100.0 ); // 动画的前90%,透明度进度为50%,后10%,透明度进度为剩下的50% local opacity = ani_progress.tofloat() / 180.0; if (opacity > 0.5) opacity = (ani_progress.tofloat() - 90.0) / 20.0 + 0.5; nextJobImg.SetOpacity( opacity ); if (ani_progress >= 100){ changJobAniClock = null; local jobEnum = getJobEnum(nextJobIndex); jobImg.SetFrame(CL_SpriteFrameObject("sprite/interface2/charactercreatever2/basecharctertitle.img", jobEnum )); jobImg.SetOpacity(1); jobImg.SetPosition(0, 0); if (nextJobIndex < 16) { nextJobImg.SetFrame(CL_SpriteFrameObject("sprite/interface2/charactercreatever2/basecharctertitle.img", getJobEnum(nextJobIndex + 1))); nextJobImg.SetOpacity(0); nextJobImg.SetPosition(500, 0); } headList.clickOff = false; } } function RegisterDraw() { //大背景 BackGround = CL_SpriteObject("sprite/interface2/charactercreatever2/characterbackground.img", 0); Addchild(BackGround); // 人物图片 jobImg = CL_SpriteObject("sprite/interface2/charactercreatever2/basecharctertitle.img", 0); jobImg.SetPosition(0, 0); Addchild(jobImg); // 下一个人物图片 nextJobImg = CL_SpriteObject("sprite/interface2/charactercreatever2/basecharctertitle.img", 11); nextJobImg.SetPosition(500, 0); nextJobImg.SetOpacity(0); Addchild(nextJobImg); // 光动画 ui/charactercreate/topdodge.ani topLightObj = Animation("ui/charactercreate/topdodge.ani"); topLightObj.SetPosition(0, 0); Addchild(topLightObj); // 底部光动画 lightAni = Animation("ui/charactercreate/dust.ani"); lightAni.SetPosition(0, 0); // lightAni.SetVisible(false); Addchild(lightAni); firedustAni = Animation("ui/charactercreate/firedust.ani"); firedustAni.SetPosition(0, 0); firedustAni.SetVisible(false); Addchild(firedustAni); dustAni = Animation("ui/charactercreate/dust.ani"); dustAni.SetPosition(0, 0); dustAni.SetVisible(false); Addchild(dustAni); auraAni = Animation("ui/charactercreate/aura.ani"); auraAni.SetPosition(0, 0); auraAni.SetVisible(false); Addchild(auraAni); } //逻辑入口 function Proc(Dt) { SyncPos(X, Y); base.Proc(Dt); changJobAni(); } } //选择创建基础介绍 class _CreateCharacter_SelectBaseInfo extends Yosin_Window { //是否为独立窗口 IsIndependent = false; icon = null; name = null; jobInfo = null; jobChangeText = null; OnClick = null; constructor(gX, gY ) { base.constructor("创建角色职业介绍信息", gX, gY, 278, 600, 0); // 职业图标 icon = CL_SpriteObject("sprite/interface2/charactercreatever2/charactermark.img", 0); icon.SetPosition(0, 0); Addchild(icon); //职业名称 name = CL_SpriteObject("sprite/interface2/charactercreatever2/charctertitle.img", 0); name.SetPosition(55, 10); Addchild(name); // 职业介绍 jobInfo = FontAssetManager.GenerateNormal("职业介绍", false, { color = sq_RGBA(194, 160, 53, 255) }); jobInfo.SetPosition(0, 52); Addchild(jobInfo); local jobChangeTextY = 52 + jobInfo.GetSize().h + 5; // 转职 jobChangeText = FontAssetManager.GenerateNormal("■ 转职:转职名 / 转职名", true, { color = sq_RGBA(194, 160, 53, 255) }); jobChangeText.SetPosition(0, jobChangeTextY); Addchild(jobChangeText); //创建角色按钮 local createButton = Yosin_EmeStretch(59, jobChangeTextY + 30, 160, 36, "sprite/interface/lenheartwindowcommon.img", 172); //点击事件回调 createButton.OnClick = function(Button) { if (OnClick) OnClick(); }.bindenv(this); // 按钮文本 local createText = CL_SpriteObject("sprite/interface2/charactercreatever2/charctertitle.img", 12); createText.SetPosition(42.5, 8); createButton.Addchild(createText); AddUIChild(createButton); } function SetJob(jobInfoMap) { icon.SetFrame(CL_SpriteFrameObject( "sprite/interface2/charactercreatever2/charactermark.img", jobInfoMap.index)); name.SetFrame(CL_SpriteFrameObject( "sprite/interface2/charactercreatever2/charctertitle.img", jobInfoMap.nameIndex)); jobInfo.SetText(jobInfoMap.info); jobChangeText.SetText("■ 转职:" + jobInfoMap.changJob); } } //选择创建基础角色头像列表 class _CreateCharacter_SelectBaseHeadList extends Yosin_Window { //是否为独立窗口 IsIndependent = false; // 点击关闭 clickOff = false; OnClick = null; buttonList = []; constructor(gX, gY) { base.constructor("所有的职业头像", gX, gY, 278, 350, 0); local headX = 0; local headY = 0; for (local i = 0; i < 17; i++) { local jobEnum = getJobEnum(i); local headButton = HeadButton(headX, headY, jobEnum, getJobInfo(jobEnum).name); headButton.tag = i; AddUIChild(headButton); buttonList.push(headButton); headX = headX + 67; if (i % 4 == 3) { headX = 0; headY = headY + 67; } } // 点击事件回调 for (local i = 0; i < buttonList.len(); i++) { local headButton = buttonList[i]; headButton.OnClick = function (b) { if (clickOff) return; for (local t = 0; t < buttonList.len(); t++) { local button = buttonList[t]; button.state = 0; button.ChangeFrame(); } headButton.state = 2; headButton.ChangeFrame(); if (OnClick) OnClick(headButton.tag); }.bindenv(this); } local button = buttonList[0]; button.state = 2; button.ChangeFrame(); } } //头像按钮 class HeadButton extends Yosin_CommonUi { DeBugMode = true; // 角色名称 name = ""; // 图像id imageId = 0; // 状态 0:普通 1:悬停 2:按下 3:不可用 state = 0; spriteState = 0; tag = 0; // 角色头像 Character = null; jobNameText = null; // 角色头像覆盖 CharacterCover = null; yellowBox = null; blueBox = null; constructor(X, Y, jobEnum, name, state = 0) { this.name = name; this.state = state; // 计算图像id this.imageId = jobEnum * 2 + 3; base.constructor(X, Y, 62, 62); // 角色头像 Character = CL_SpriteObject( "sprite/interface2/charactercreatever2/characterbtn.img", imageId) Character.SetPosition(0, 0); Addchild(Character); // 转职 jobNameText = FontAssetManager.GenerateNormal(name, true, { color = sq_RGBA(194, 160, 53, 255) }); jobNameText.SetPosition( 31 - jobNameText.GetSize().w / 2 , 45); Addchild(jobNameText); CharacterCover = CL_SpriteObject( "sprite/interface2/charactercreatever2/characterbtn.img", 0) CharacterCover.SetPosition(0, 0); Addchild(CharacterCover); yellowBox = CL_SpriteObject("sprite/interface2/charactercreatever2/characterbtn.img", 2); yellowBox.SetPosition(0, 0); yellowBox.SetVisible(false); Addchild(yellowBox); blueBox = CL_SpriteObject("sprite/interface2/charactercreatever2/characterbtn.img", 1); blueBox.SetPosition(0, 0); blueBox.SetVisible(false); Addchild(blueBox); ChangeFrame(); } function ChangeFrame() { if (spriteState == state) return; spriteState = state; //不可用 if (state == 3) { Character.SetFrame(CL_SpriteFrameObject( "sprite/interface2/charactercreatever2/characterbtn.img", imageId + 1)); CharacterCover.SetVisible(false); yellowBox.SetVisible(false); blueBox.SetVisible(false); } else if (state == 2) { CharacterCover.SetVisible(false); yellowBox.SetVisible(true); blueBox.SetVisible(false); } else if (state == 1) { CharacterCover.SetVisible(false); yellowBox.SetVisible(false); blueBox.SetVisible(true); }else{ CharacterCover.SetVisible(true); yellowBox.SetVisible(false); blueBox.SetVisible(false); } } function Proc(Dt) { //不可用 if (state == 3) { return; } else { //按下 if (isLBDown) { // state = 2; } //悬停 else if (isInRect) { if (state == 2) return; state = 1; } //普通 else { if (state == 2) return; state = 0; } } ChangeFrame(); } }