阶段暂存
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58
Content/Lua/Level/Actor/LevelRabbitRole.lua
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58
Content/Lua/Level/Actor/LevelRabbitRole.lua
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local LevelRabbitRole = {}
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function LevelRabbitRole:ctor()
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self.last_animation = "back/move"
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end
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function LevelRabbitRole:ReceiveBeginPlay()
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self["SpineAnimationComponent"]:SetSkin("back/move");
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self["SpineAnimationComponent"]:SetAnimation(0, "animation", true);
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end
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function LevelRabbitRole:OnMove(location)
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-- 控制器移动相应函数
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self["MovementComponent"]:MoveTo(location)
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end
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function LevelRabbitRole:UpdateMoveDirection(InDirection)
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-- 运动组件更新方向响应函数
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local cur_animation
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if(InDirection.Y >= 0) then
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cur_animation = "front/move"
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else
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cur_animation = "back/move"
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end
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if cur_animation ~= self.last_animation then
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self["SpineAnimationComponent"]:SetSkin(cur_animation)
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self["SpineAnimationComponent"]:SetSlotsToSetupPose()
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self.last_animation = cur_animation
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end
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end
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function LevelRabbitRole:OnDetachCamera()
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print(self, "LevelRabbitRole.OnDetachCamera")
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-- 禁用弹簧臂的附着
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self["SpringArmComponent"].bEnableCameraRotationLag = true
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self["SpringArmComponent"].CameraRotationLagSpeed = 0
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-- 保持当前位置,停止跟随
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self["SpringArmComponent"].bInheritPitch = true
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self["SpringArmComponent"].bInheritYaw = true
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self["SpringArmComponent"].bInheritRoll = true
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-- (Pitch=0.000000,Yaw=-90.000000,Roll=0.000000)
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end
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function LevelRabbitRole:OnReattachCamera()
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print(self, "LevelRabbitRole.OnReattachCamera")
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end
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function LevelRabbitRole:OnMoveCamera(direction)
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print(self, "LevelRabbitRole.OnMoveCamera", direction.X, direction.Y)
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end
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return Class(nil, nil, LevelRabbitRole)
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