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 {
hair = null; //头部
hat = null; //帽子
face = null; //脸部
breast = null; //胸部
coat = null; //上衣
skin = null; //皮肤
waist = null; //腰部
pants = null; //下装
shoes = null; //鞋子
weapon = null; //武器
aurora = null; //光环
//动画对象管理器
AnimationManager = null;
//传送阵Flag
TransmitFlag = false;
//属性对象
Attribute = null;
//名字
Name = "无名字";
//职业编号
Job = 0;
//控制器
Controller = null;
function _typeof() {
return "character";
}
function Init(Idx) {
//初始化动画组
CurrentAni = [];
//设置职业编号
this.Job = Idx;
//获取角色职业信息
Info = sq_DeepCopy(AssetManager.CharacterInfoList[Idx]);
base.Init(Info);
//构造角色动画对象
AnimationManager = Character_Animation();
Addchild(AnimationManager);
AnimationManager.Init();
foreach(EquId in Info.default_avatar) {
local EquObj = GameItem.Equipment(EquId);
ChangeEquipment(EquObj);
}
//构造属性对象
// Attribute = AttributeClass();
//分配控制器
Controller = Object_Controller(this);
}
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);
}
//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;
}
//将装备对象赋值给对应装备槽
this[Equ.SlotType] = Equ;
this[Equ.SlotType].OnWearStart();
//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);
} else if (Equ.Type == "aurora") {
AnimationManager.InitAuroa();
}
}
//切换装备列表
function ChangeEquipmentList(EquList) {
foreach(Equ in EquList) {
ChangeEquipment(Equ);
}
}
//设置名字
function SetName(Name) {
this.Name = Name;
AnimationManager.SetName(Name);
base.SetName(Name);
}
//移动速度
Move_Speed = 500;
//移动逻辑
function Move(Dt, X, Y) {
if (!Parent) return;
//在城镇里
if (typeof Parent == "townmap") {
if (X == 0 && Y == 0) {
//设置回站立动画
if (AnimationManager.CurrentAni != AnimationManager.RestAni) {
AnimationManager.SetAnimation("RestAni");
}
} else {
//设置移动动画
if (AnimationManager.CurrentAni != AnimationManager.MoveAni) {
AnimationManager.SetAnimation("MoveAni");
}
//设置人物朝向
if (X > 0) SetDirection(DIRECTION.RIGHT);
else if (X< 0) SetDirection(DIRECTION.LEFT);
MoveBy(Dt * X * Move_Speed * 0.001, Dt * Y * Move_Speed * 0.001 * 0.71, 0);
}
}
}
//更新
function OnUpdate(Dt) {
base.OnUpdate(Dt);
//控制器逻辑更新
Controller.OnUpdate(Dt);
}
}
//通过职业和装备列表来构造一个角色
GameObject.CreateCharacter <- function(Job = 0, EquIdList = []) {
//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);
}
}
return Character;
}