初始化提交

This commit is contained in:
2025-07-09 01:08:35 +08:00
parent d3296791cf
commit 62e0f56c60
618 changed files with 173543 additions and 0 deletions

View File

@ -0,0 +1,68 @@
local Animation = {}
local ERoleState = import("EBusyRoleState")
local ERoleMoveDirection = import("ERoleMoveDirection")
local Reactive = require("Core.Reactive")
local direction_mapping = {
[0] = ERoleMoveDirection.Move_Right,
[1] = ERoleMoveDirection.Move_Left,
}
local function GetAnimationIndex(direction, N)
-- 使用自定义 atan2 计算角度
local angle = math.atan(direction.Y, direction.X)
-- 转换为 [0, 2π) 范围
if angle < 0 then angle = angle + 2 * math.pi end
-- 调整角度:使 Y 轴负方向 (0,-1) 成为 0°第一份的中心
local adjusted_angle = (angle + math.pi / N) % (2 * math.pi)
-- local adjusted_angle = (angle + math.pi / 2 + math.pi / N) % (2 * math.pi)
-- 计算每份的角度大小
local theta = 2 * math.pi / N
-- -- 计算所属区间的索引1-based
local index = math.floor(adjusted_angle / theta)
-- 处理边界情况adjusted_angle = 2π 时归到第 1 份)
if index > N then index = 0 end
return index
end
function Animation:ReceiveLuaBeginPlay()
self.prev_direction = nil
self.watcher = Reactive.Watcher(function() self:UpdateMoveAnimation() end)
end
function Animation:UpdateMoveAnimation()
local owner = self:GetOwner()
local movement_proxy = owner.Movement.proxy
local index = 0
if owner.proxy.state == ERoleState.Picking then
return
end
if movement_proxy.isIdle then
if self.prev_direction ~= nil then
index = GetAnimationIndex(self.prev_direction, ERoleMoveDirection.Move_All_Cnt)
end
self:SetIdleAnimation(direction_mapping[index])
else
local direction = movement_proxy.direction
if direction.X ~= 0 and direction.Y ~= 0 then
index = GetAnimationIndex(direction, ERoleMoveDirection.Move_All_Cnt)
end
self:SetMoveAnimation(direction_mapping[index])
self.prev_direction = {X = direction.X, Y = direction.Y}
end
end
function Animation:GetMoveDirection()
local index = GetAnimationIndex(self.prev_direction, ERoleMoveDirection.Move_All_Cnt)
return direction_mapping[index]
end
return Class(nil, nil, Animation)

View File

@ -0,0 +1,78 @@
local FVector = import "Vector"
local FVector2D = import "Vector2D"
local Reactive = require "Core.Reactive"
local BusyActorManagerSubSystem = import("BusyActorManagerSubSystem")
local Movement = {
proxy = {},
}
function Movement:ReceiveComponentBeginPlay()
self.proxy = Reactive.ReactiveProperty({
isIdle = true,
direction = {X = 0, Y = 0},
destination = {X = 0, Y = 0}
})
end
function Movement:ReceiveComponentTick(delta_time)
local proxy = self.proxy
if proxy.isIdle then return end
local new_pos = FVector()
local owner = self:GetOwner()
local curr_pos = owner:K2_GetActorLocation()
new_pos.Z = curr_pos.Z
local move_distance = delta_time * owner:GetSpeed()
local distance_x = proxy.destination.X - curr_pos.X
local distance_y = proxy.destination.Y - curr_pos.Y
if move_distance^2 >= distance_x^2 + distance_y^2 then
proxy.isIdle = true
new_pos.X = proxy.destination.X
new_pos.Y = proxy.destination.Y
proxy.direction = FVector2D()
else
new_pos.X = curr_pos.X + proxy.direction.X * move_distance
new_pos.Y = curr_pos.Y + proxy.direction.Y * move_distance
end
owner:K2_SetActorLocation(new_pos, true, nil, false)
end
function Movement:SetDestination(x, y)
local direction = FVector2D()
local destination = FVector2D()
local owner = self:GetOwner()
local curr_pos = owner:K2_GetActorLocation()
local delta_x = x - curr_pos.X
local delta_y = y - curr_pos.Y
-- 计算方向向量
local length = math.sqrt(delta_x ^ 2 + delta_y ^ 2)
if length > 0 then
direction.X, direction.Y = delta_x / length, delta_y / length
else
direction.X, direction.Y = 0, 0
end
destination.X , destination.Y = x, y
self.proxy.isIdle = false
self.proxy.direction = direction
self.proxy.destination = destination
end
function Movement:Stop()
self.proxy.isIdle = true
end
function Movement:BackBonfire()
local sub_system = BusyActorManagerSubSystem.Get(self)
local bonfire = sub_system:GetNearestBonfire()
local position = bonfire:K2_GetActorLocation()
self:SetDestination(position.X, position.Y)
end
return Class(nil, nil, Movement)