Lua向C#逻辑迁移 一期
创建了若干C#文件,替代对应lua文件
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@ -1,38 +0,0 @@
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---@enum EBusyRoleState
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local EBusyRoleState = {
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BonfireIdle = 0,
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Searching = 1,
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Picking = 2,
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PickFinished = 3,
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BackBonfire = 4
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}
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---@enum ERoleMoveDirection
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local ERoleMoveDirection = {
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Move_Right = 0,
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Move_Left = 1,
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Move_All_Cnt = 2
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};
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---@enum EBusyItemEffectType
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local EBusyItemEffectType = {
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Health = 0,
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Hunger = 1,
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Speed = 2,
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};
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---@enum EBusyAnimationPhase
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local EBusyAnimationPhase = {
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PrepareCast = 0,
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Casting = 1,
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PostCast = 2,
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};
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---@enum EWidgetLayoutType
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local EWidgetLayoutType = {
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MainLayer = 0,
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PopupLayer = 1,
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FloatLayer = 2,
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TopLayer = 3,
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LayerTypeMax = 4
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};
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@ -1,4 +0,0 @@
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--- @class BusyGameplayLibrary
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--- @field K2_GetWorld fun(obj:table):table
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--- @field RequestGameplayTag fun(TagName:string):GameplayTag
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local BusyGameplayLibrary = {}
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@ -1,42 +0,0 @@
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-- 这个返回值固定返回的是string,我希望当我使用import("ERoleState")时,它返回的是ERoleState的注解,或者是ERoleState.lua这个文件返回值的注解
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-- ---自定义导入函数,功能类似require但支持额外特性
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-- ---@generic T
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-- ---@param modulePath T 模块路径或预加载的模块
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-- ---@param hotReload? boolean 是否启用热重载
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-- ---@return T 返回加载的模块
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-- function import(modulePath, hotReload) end
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---自定义模块导入函数,支持类型感知的模块加载
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---@generic T : string -- 限定modulePath为字符串类型
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---@param modulePath `T` 模块路径(如"ERoleState")
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---@param hotReload? boolean 是否启用热重载
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---@return T 返回对应模块的类型
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---@error 当模块加载失败时抛出错误
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function import(modulePath, hotReload) end
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function Class(a, b, c) end
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---@class slua
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slua = {
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createDelegate = function(func) end
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}
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--- @class KismetSystemLibrary
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KismetSystemLibrary = {
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K2_ClearTimerHandle = function() end
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}
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--- @class GameplayTag
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local GameplayTag
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--- @class GameplayStatics
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--- @field GetPlayerController fun(uobj:table,idx:number):table
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--- @field GetGameState fun(uobj:table):table
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local GameplayStatics
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--- @class AbilitySystemBlueprintLibrary
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--- @field AssignTagSetByCallerMagnitude fun(SpecHandle:table, DataTag:GameplayTag, Magnitude:number)
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local AbilitySystemBlueprintLibrary
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@ -1,8 +0,0 @@
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---@enum ESlateVisibility
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local ESlateVisibility = {
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Visible = 0,
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Collapsed = 1,
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Hidden = 2,
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HitTestInvisible = 3,
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SelfHitTestInvisible = 4
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}
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File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@ -1,222 +0,0 @@
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#ifndef LIBPDEBUG_H
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#define LIBPDEBUG_H
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//1.使用源码编译,要打开宏USE_SOURCE_CODE. win下要设置LUA_INTEGER和lua版本号
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#define LUA_DEBUGGER_NAME "LuaPanda" //debugger's name in LuaDebug.lua
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#define HOOK_LIB_VERSION "3.2.0" //lib version
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//#define USE_SOURCE_CODE //using source code to build
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#if !defined(USE_SOURCE_CODE) && defined(_WIN32)
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#define LUA_INTEGER long long //set LUA_INTEGER. In 501 is ptrdiff_t. 503 can set longlong(64bit) or int(32bit)
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#define LUA_VERSION_NUM 503 //lua version used by WIN32 build lib. eg. 501,503
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#endif
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//setting end
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#if !defined(USE_SOURCE_CODE) && defined(_WIN32)
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#include <Windows.h>
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#include <Tlhelp32.h>
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#else
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//2.如果lua源码是C++形式,注释掉下面extern "C"
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extern "C"{
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#include "lua.h"
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#include "lualib.h"
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#include "lauxlib.h"
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#include "luaconf.h"
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}
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#endif
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//3.如果lua代码在命名空间中,要设置用户命名空间. 防止找不到lua方法
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//using namespace slua;
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#ifdef USE_SOURCE_CODE
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extern "C" void pdebug_init(lua_State* L);
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#endif
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#if !defined(USE_SOURCE_CODE) && defined(_WIN32)
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/*
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** Lua - An Extensible Extension Language
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** Lua.org, PUC-Rio, Brazil (http://www.lua.org)
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** See Copyright Notice at the end of this file
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*/
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#if LUA_VERSION_NUM == 501
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#define lua_getglobal(L,s) lua_getfield(L, LUA_GLOBALSINDEX, (s))
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#endif
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#define LUA_TNONE (-1)
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#define LUA_TNIL 0
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#define LUA_TBOOLEAN 1
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#define LUA_TLIGHTUSERDATA 2
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#define LUA_TNUMBER 3
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#define LUA_TSTRING 4
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#define LUA_TTABLE 5
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#define LUA_TFUNCTION 6
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#define LUA_TUSERDATA 7
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#define LUA_TTHREAD 8
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#define LUA_NUMBER double
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#define LUA_REGISTRYINDEX (-10000)
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#define LUA_ENVIRONINDEX (-10001)
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#define LUA_GLOBALSINDEX (-10002)
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#define lua_upvalueindex(i) (LUA_GLOBALSINDEX-(i))
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#define LUA_IDSIZE 60
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#define LUA_HOOKCALL 0
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#define LUA_HOOKRET 1
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#define LUA_HOOKLINE 2
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#define LUA_HOOKCOUNT 3
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#define LUA_HOOKTAILRET 4
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#define LUA_MASKCALL (1 << LUA_HOOKCALL)
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#define LUA_MASKRET (1 << LUA_HOOKRET)
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#define LUA_MASKLINE (1 << LUA_HOOKLINE)
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#define LUA_MASKCOUNT (1 << LUA_HOOKCOUNT)
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#define luaL_checkstring(L,n) (luaL_checklstring(L, (n), NULL))
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#define lua_tostring(L,i) lua_tolstring(L, (i), NULL)
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#define lua_istable(L,n) (lua_type(L, (n)) == LUA_TTABLE)
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#define lua_isfunction(L,n) (lua_type(L, (n)) == LUA_TFUNCTION)
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#define lua_pop(L,n) lua_settop(L, -(n)-1)
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#define lua_newtable(L) lua_createtable(L, 0, 0)
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struct lua_State;
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struct lua_Debug {
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int event;
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const char *name; /* (n) */
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const char *namewhat; /* (n) `global', `local', `field', `method' */
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const char *what; /* (S) `Lua', `C', `main', `tail' */
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const char *source; /* (S) */
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int currentline; /* (l) */
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int nups; /* (u) number of upvalues */
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int linedefined; /* (S) */
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int lastlinedefined; /* (S) */
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char short_src[LUA_IDSIZE]; /* (S) */
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/* private part */
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int i_ci; /* active function */
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};
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typedef LUA_INTEGER lua_Integer;
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typedef LUA_NUMBER lua_Number;
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typedef int (*lua_CFunction) (lua_State *L);
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typedef struct luaL_Reg {
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const char *name;
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lua_CFunction func;
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} luaL_Reg;
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#define LUA_KCONTEXT ptrdiff_t
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typedef LUA_KCONTEXT lua_KContext;
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//lua function
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typedef lua_Integer(*luaDLL_checkinteger) (lua_State *L, int numArg);
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typedef void (*lua_Hook) (lua_State *L, lua_Debug *ar);
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typedef int (*lua_KFunction) (lua_State *L, int status, lua_KContext ctx);
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typedef const lua_Number *(*luaDLL_version)(lua_State *L);
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typedef void (*luaLDLL_register)(lua_State *L, const char *libname, const luaL_Reg *l);
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typedef int (*luaDLL_gettop)(lua_State *L);
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typedef const char *(*luaDLL_pushstring)(lua_State *L, const char *s);
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typedef int (*luaDLL_settop)(lua_State *L, int idx);
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typedef int (*luaDLL_tointeger)(lua_State *L, int idx);
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typedef int (*luaDLL_next)(lua_State *L, int idx);
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typedef int (*luaDLL_pcall)(lua_State *L, int nargs, int nresults, int errfunc);
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typedef void (*luaDLL_pushnil)(lua_State *L);
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typedef void (*luaDLL_getfield)(lua_State *L, int idx, const char *k);
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typedef int (*luaDLL_getinfo)(lua_State *L, const char *what, void *ar);
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typedef void (*luaDLL_pushinteger) (lua_State *L, lua_Integer n);
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#if LUA_VERSION_NUM == 501
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typedef int(*luaDLL_sethook)(lua_State *L, void* func, int mask, int count);
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#else
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typedef void (*luaDLL_sethook)(lua_State *L, lua_Hook f, int mask, int count);
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#endif
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typedef void (*luaDLL_pushnumber)(lua_State *L, lua_Number n);
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typedef lua_Number (*luaDLL_checknumber)(lua_State *L, int narg);
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typedef const char *(*luaDLL_checklstring)(lua_State *L, int narg, size_t *len);
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typedef const char *(*luaDLL_tolstring)(lua_State *L, int idx, size_t *len);
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typedef int (*luaDLL_type)(lua_State *L, int idx);
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//5.3
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typedef void (*luaDLL_createtable)(lua_State *L, int narray, int nrec);
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typedef void (*luaDLL_setfuncs)(lua_State *L, const luaL_Reg *l, int nup);
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typedef lua_Integer(*luaDLL_tointegerx)(lua_State *L, int idx, int *pisnum);
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typedef int (*luaDLL_getglobal)(lua_State *L, const char *name);
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typedef int (*luaDLL_pcallk)(lua_State *L, int nargs, int nresults, int msgh, lua_KContext ctx, lua_KFunction k);
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typedef int (*luaDLL_toboolean)(lua_State *L, int index);
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luaDLL_checkinteger luaL_checkinteger;
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luaDLL_version lua_version;
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luaDLL_gettop lua_gettop;
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luaDLL_pushstring lua_pushstring;
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luaLDLL_register luaL_register;
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luaDLL_settop lua_settop;
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luaDLL_pcall lua_pcall;
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luaDLL_pushnumber lua_pushnumber;
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luaDLL_checklstring luaL_checklstring;
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luaDLL_tointeger lua_tointeger;
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luaDLL_pushnil lua_pushnil;
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luaDLL_getfield lua_getfield;
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luaDLL_next lua_next;
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luaDLL_getinfo lua_getinfo;
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luaDLL_sethook lua_sethook;
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luaDLL_checknumber luaL_checknumber;
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luaDLL_type lua_type;
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luaDLL_tolstring lua_tolstring;
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luaDLL_pushinteger lua_pushinteger;
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luaDLL_toboolean lua_toboolean;
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//
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HMODULE hInstLibrary;
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//slua-ue header
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#if LUA_VERSION_NUM > 501
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//5.3
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luaDLL_createtable lua_createtable;
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luaDLL_setfuncs luaL_setfuncs;
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luaDLL_tointegerx lua_tointegerx;
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luaDLL_getglobal lua_getglobal;
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luaDLL_pcallk lua_pcallk;
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#define lua_pcall(L,n,r,f) lua_pcallk(L, (n), (r), (f), 0, NULL)
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#define lua_tointeger(L,i) lua_tointegerx(L,(i),NULL);
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#define PURE_API =0
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namespace slua {
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struct LuaInterface {
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virtual const lua_Number *lua_version(lua_State *L) PURE_API;
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virtual const char *lua_pushstring(lua_State *L, const char *s) PURE_API;
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virtual int lua_gettop(lua_State *L) PURE_API;
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virtual void lua_settop(lua_State *L, int index) PURE_API;
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virtual int lua_pcallk(lua_State *L, int nargs, int nresults, int msgh, lua_KContext ctx, lua_KFunction k) PURE_API;
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virtual void lua_pushnumber(lua_State *L, lua_Number n) PURE_API;
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virtual const char *luaL_checklstring(lua_State *L, int arg, size_t *l) PURE_API;
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virtual const char *lua_tolstring(lua_State *L, int index, size_t *len) PURE_API;
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virtual int lua_type(lua_State *L, int index) PURE_API;
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virtual lua_Integer lua_tointegerx(lua_State *L, int index, int *isnum) PURE_API;
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virtual void lua_pushnil(lua_State *L) PURE_API;
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virtual int lua_getfield(lua_State *L, int index, const char *k) PURE_API;
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virtual int lua_next(lua_State *L, int index) PURE_API;
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virtual int lua_getinfo(lua_State *L, const char *what, lua_Debug *ar) PURE_API;
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virtual void lua_sethook(lua_State *L, lua_Hook f, int mask, int count) PURE_API;
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virtual lua_Number luaL_checknumber(lua_State *L, int arg) PURE_API;
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virtual void lua_createtable(lua_State *L, int narr, int nrec) PURE_API;
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virtual void luaL_setfuncs(lua_State *L, const luaL_Reg *l, int nup) PURE_API;
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virtual int lua_getglobal(lua_State *L, const char *name) PURE_API;
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virtual int lua_toboolean(lua_State *L, int index) PURE_API;
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};
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}
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typedef slua::LuaInterface* (*dll_GetLuaInterface)();
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dll_GetLuaInterface getInter;
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#endif //LUA_VERSION_NUM > 501
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#endif //_WIN32
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#endif //LIBPDEBUG_H
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/******************************************************************************
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* Copyright (C) 1994-2008 Lua.org, PUC-Rio. All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining
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* a copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sublicense, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
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* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
|
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
|
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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******************************************************************************/
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@ -1,4 +0,0 @@
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local MoveAbility = {}
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return Class(nil, nil, MoveAbility)
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@ -1,196 +0,0 @@
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local GameplayStatics = import("GameplayStatics")
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local AbilitySystemBlueprintLibrary = import("AbilitySystemBlueprintLibrary")
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local BusyGameplayLibrary = import("BusyGameplayLibrary")
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--- @class FoxUltimate
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--- @field RecastWindow number
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local FoxUltimate = {}
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function FoxUltimate:ctor()
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self.ultimate_phase = 1 -- 大招阶段
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self.active_recast_handle = nil
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self.active_accelerate_handle = nil
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self.overlap_delegate_handle = nil
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self.tag_add_or_remove_delegate = nil
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end
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function FoxUltimate:K2_ActivateAbilityFromEvent(EventData)
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print("FoxUltimate:K2_ActivateAbilityFromEvent", self.ultimate_phase)
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if not self:K2_CommitAbilityCost(false) then
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return self:K2_EndAbility()
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end
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local owner = self:GetOwningActorFromActorInfo()
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self.movement = owner.MovementComponent
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self.animation = owner.SpineAnimationComponent
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self.asc = AbilitySystemBlueprintLibrary.GetAbilitySystemComponent(owner)
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self.recast_tag = BusyGameplayLibrary.RequestGameplayTag("Ability.Flags.Recast")
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self.owner = owner
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local asc = self.asc
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if self.tag_add_or_remove_delegate == nil then
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self.tag_add_or_remove_delegate = slua.createDelegate(function(tag, is_add)
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if is_add == 0 and not self.bIsActive then
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self.ultimate_phase = 1
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self:K2_CommitAbilityCooldown(false, false)
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end
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end)
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owner:BindGameplayTagAddOrRemove(self.recast_tag, self.tag_add_or_remove_delegate)
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end
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if self.ultimate_phase == 1 or asc:HasMatchingGameplayTag(self.recast_tag) then
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self:TriggerUltimate(asc)
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else
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self:K2_EndAbility()
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end
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end
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function FoxUltimate:TriggerUltimate(asc)
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if self.ultimate_phase == 1 then
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-- 第一次释放大招,添加一个可以再次释放的Tag
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local _, recast_effect = self:GetAbilityEffectSpecHandle("Recast", asc, 1, nil)
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self.active_recast_handle = asc:BP_ApplyGameplayEffectSpecToSelf(recast_effect)
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elseif self.ultimate_phase == 2 then
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-- 第二次激活,移除可重复释放的tag
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self.asc:RemoveActiveGameplayEffect(self.active_recast_handle, -1)
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elseif self.ultimate_phase == 3 then
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self.asc:RemoveActiveGameplayEffect(self.active_recast_handle, -1)
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end
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-- 播放动画,并监听动画完成的事件
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self:PlayAnimation()
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end
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function FoxUltimate:GetAnimationName(direction)
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local animation_name_prefix
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if direction.X >= 0 then
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animation_name_prefix = "Ultimate/Right/"
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else
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animation_name_prefix = "Ultimate/Left/"
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end
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if self.ultimate_phase == 1 then
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return animation_name_prefix .. "UltimateStage1"
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elseif self.ultimate_phase == 2 then
|
||||
return animation_name_prefix .. "UltimateStage2"
|
||||
elseif self.ultimate_phase == 3 then
|
||||
return animation_name_prefix .. "UltimateStage3"
|
||||
end
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
function FoxUltimate:K2_OnEndAbility(bWasCancelled)
|
||||
print("FoxUltimate:K2_OnEndAbility")
|
||||
end
|
||||
|
||||
|
||||
function FoxUltimate:GetSprintSpeedFactor()
|
||||
if self.ultimate_phase == 1 then
|
||||
return 2.5
|
||||
elseif self.ultimate_phase == 2 then
|
||||
return 2.8
|
||||
elseif self.ultimate_phase == 3 then
|
||||
return 3.0
|
||||
end
|
||||
end
|
||||
|
||||
function FoxUltimate:PlayAnimation()
|
||||
|
||||
local animation = self.animation
|
||||
local PC = GameplayStatics.GetPlayerController(self, 0)
|
||||
|
||||
local result, ability_direction = PC:GetCursorDirection(nil) -- 获取技能的朝向
|
||||
if not result then
|
||||
print("FoxUltimate:TriggerPrimaryPhase can't find direction")
|
||||
return
|
||||
end
|
||||
local anim_name = self:GetAnimationName(ability_direction) -- 获取技能动画名称
|
||||
if not anim_name then
|
||||
print("FoxUltimate:TriggerPrimaryPhase can't get animation", self.ultimate_phase)
|
||||
return
|
||||
end
|
||||
|
||||
local anim_entry = animation:SetAnimation(0, anim_name, false)
|
||||
anim_entry.AnimationComplete:Add(function(entry) self:OnAnimationComplete(entry) end)
|
||||
anim_entry.AnimationEvent:Add(function(entry, event) self:OnAnimationEvent(entry, event) end)
|
||||
|
||||
local anim_total_time = anim_entry:GetAnimationEnd() -- 获取技能动画时长
|
||||
|
||||
-- 附加加速buff
|
||||
self:MakeAccelerate(self:GetSprintSpeedFactor(), anim_total_time)
|
||||
self.movement:ActivateSprint(ability_direction, anim_total_time)
|
||||
end
|
||||
|
||||
|
||||
function FoxUltimate:MakeAccelerate(speed_factor, total_time)
|
||||
local _, accelerate_effect = self:GetAbilityEffectSpecHandle("Accelerate", self.asc, 1, nil)
|
||||
AbilitySystemBlueprintLibrary.AssignTagSetByCallerMagnitude(
|
||||
accelerate_effect,
|
||||
BusyGameplayLibrary.RequestGameplayTag("Effect.Factor"),
|
||||
speed_factor
|
||||
)
|
||||
|
||||
AbilitySystemBlueprintLibrary.AssignTagSetByCallerMagnitude(
|
||||
accelerate_effect,
|
||||
BusyGameplayLibrary.RequestGameplayTag("Effect.Duration"),
|
||||
total_time
|
||||
)
|
||||
return self.asc:BP_ApplyGameplayEffectSpecToSelf(accelerate_effect)
|
||||
end
|
||||
|
||||
|
||||
function FoxUltimate:OnAnimationComplete(entry)
|
||||
local new_phase = self.ultimate_phase + 1
|
||||
if new_phase > 3 then
|
||||
self.ultimate_phase = 1
|
||||
else
|
||||
self.ultimate_phase = new_phase
|
||||
end
|
||||
print("FoxUltimate:OnAnimationComplete", self.ultimate_phase)
|
||||
|
||||
if not self.asc:HasMatchingGameplayTag(self.recast_tag) then
|
||||
self.ultimate_phase = 1
|
||||
self:K2_CommitAbilityCooldown(false, false)
|
||||
end
|
||||
|
||||
entry.AnimationComplete:Clear()
|
||||
entry.AnimationEvent:Clear()
|
||||
self:K2_EndAbility()
|
||||
end
|
||||
|
||||
function FoxUltimate:OnAnimationEvent(entry, event)
|
||||
if event.Name == "OnSpeedChange" then
|
||||
self.active_accelerate_handle = self:MakeAccelerate(8.0, 0.5)
|
||||
elseif event.Name == "OnSpeedReset" then
|
||||
self.asc:RemoveActiveGameplayEffect(self.active_accelerate_handle, -1)
|
||||
elseif event.Name == "OnDamageBegin" then
|
||||
local collision = self.owner["TailCollision"]
|
||||
collision:SetCollisionEnabled(1)
|
||||
self.overlap_delegate_handle = collision.OnComponentBeginOverlap:Add(function()
|
||||
if not self.asc:HasMatchingGameplayTag(self.recast_tag) then
|
||||
local _, recast_effect = self:GetAbilityEffectSpecHandle("Recast", self.asc, 1, nil)
|
||||
self.active_recast_handle = self.asc:BP_ApplyGameplayEffectSpecToSelf(recast_effect)
|
||||
end
|
||||
end)
|
||||
elseif event.Name == "OnDamageEnd" then
|
||||
self.owner["TailCollision"]:SetCollisionEnabled(0)
|
||||
if self.overlap_delegate_handle ~= nil then
|
||||
self.owner["TailCollision"].OnComponentBeginOverlap:Remove(self.overlap_delegate_handle)
|
||||
self.overlap_delegate_handle = nil
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
return Class(nil, nil, FoxUltimate)
|
||||
@ -1,4 +0,0 @@
|
||||
local RabbitUltimate = {}
|
||||
|
||||
|
||||
return Class(nil, nil, RabbitUltimate)
|
||||
@ -1,54 +0,0 @@
|
||||
local LevelFoxRole = {}
|
||||
local Vector2D = require("Utils.Vector2D")
|
||||
|
||||
function LevelFoxRole:ctor()
|
||||
|
||||
end
|
||||
|
||||
function LevelFoxRole:ReceiveBeginPlay()
|
||||
self["SpineAnimationComponent"]:SetAnimation(0, "Idle/Front", true)
|
||||
self.last_animation = "Idle/Front"
|
||||
|
||||
self["SpineBoneFollower"].Target = self
|
||||
self["SpineBoneFollower"].BoneName = "tail"
|
||||
self["SpineBoneFollower"].UseComponentTransform = true
|
||||
self["SpineBoneFollower"].UseScale = true
|
||||
|
||||
self["TailCollision"]:SetCollisionEnabled(0)
|
||||
end
|
||||
|
||||
|
||||
function LevelFoxRole:OnMoveDirectionChanged(InDirection)
|
||||
-- 运动组件更新方向响应函数
|
||||
local cur_animation
|
||||
if Vector2D.Equals(InDirection, Vector2D.Zero) then -- Idle的情况
|
||||
local forward_direction = self["MovementComponent"]:GetForwardDirection()
|
||||
if(forward_direction.Y >= 0) then
|
||||
cur_animation = "Idle/Front"
|
||||
else
|
||||
cur_animation = "Idle/Back"
|
||||
end
|
||||
else
|
||||
if(InDirection.Y >= 0) then
|
||||
cur_animation = "Move/Front"
|
||||
else
|
||||
cur_animation = "Move/Back"
|
||||
end
|
||||
end
|
||||
if cur_animation ~= self.last_animation then
|
||||
self["SpineAnimationComponent"]:SetAnimation(0, cur_animation, true)
|
||||
self.last_animation = cur_animation
|
||||
end
|
||||
|
||||
self["SpineAnimationComponent"]:SetTimeScale(1.0)
|
||||
end
|
||||
|
||||
|
||||
function LevelFoxRole:OnMove(location)
|
||||
-- 控制器移动相应函数
|
||||
self["MovementComponent"]:MoveTo(location)
|
||||
end
|
||||
|
||||
|
||||
|
||||
return Class(nil, nil, LevelFoxRole)
|
||||
@ -1,36 +0,0 @@
|
||||
local LevelRabbitRole = {}
|
||||
|
||||
function LevelRabbitRole:ctor()
|
||||
self.last_animation = "back/move"
|
||||
end
|
||||
|
||||
function LevelRabbitRole:ReceiveBeginPlay()
|
||||
self["SpineAnimationComponent"]:SetSkin("back/move")
|
||||
self["SpineAnimationComponent"]:SetAnimation(0, "animation", true)
|
||||
end
|
||||
|
||||
|
||||
function LevelRabbitRole:OnMove(location)
|
||||
-- 控制器移动相应函数
|
||||
self["MovementComponent"]:MoveTo(location)
|
||||
end
|
||||
|
||||
|
||||
function LevelRabbitRole:OnMoveDirectionChanged(InDirection)
|
||||
-- 运动组件更新方向响应函数
|
||||
local cur_animation
|
||||
if(InDirection.Y >= 0) then
|
||||
cur_animation = "front/move"
|
||||
else
|
||||
cur_animation = "back/move"
|
||||
end
|
||||
print("LevelRabbitRole:OnMoveDirectionChanged", cur_animation)
|
||||
if cur_animation ~= self.last_animation then
|
||||
self["SpineAnimationComponent"]:SetSkin(cur_animation)
|
||||
self["SpineAnimationComponent"]:SetSlotsToSetupPose()
|
||||
self.last_animation = cur_animation
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
return Class(nil, nil, LevelRabbitRole)
|
||||
@ -1,4 +0,0 @@
|
||||
local Campsite = {}
|
||||
|
||||
|
||||
return Class(nil, nil, Campsite)
|
||||
@ -1,45 +0,0 @@
|
||||
local Vector = import("Vector")
|
||||
local GameplayStatics = import("GameplayStatics")
|
||||
local BusyGameplayLibrary = import("BusyGameplayLibrary")
|
||||
|
||||
|
||||
--[[****************************私有函数区域******************************]]--
|
||||
|
||||
--- 生成资源点
|
||||
local function GenerateResourcePoint()
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- 保留到以后做联机内容时拓展
|
||||
--- @class LevelGameMode
|
||||
--- @field GameMapActorClass table
|
||||
local LevelGameMode = {}
|
||||
|
||||
function LevelGameMode:ctor()
|
||||
self.map_actor = nil
|
||||
end
|
||||
|
||||
function LevelGameMode:ReceiveBeginPlay()
|
||||
print("LevelGameMode:ReceiveBeginPlay", self.GameMapActorClass)
|
||||
local world = BusyGameplayLibrary.K2_GetWorld(self)
|
||||
local game_state = GameplayStatics.GetGameState(self) --- @type LevelGameState
|
||||
|
||||
if self.GameMapActorClass then
|
||||
local map_actor = world:SpawnActor(self.GameMapActorClass, Vector(), nil, nil)
|
||||
game_state:SetGameMapActor(map_actor)
|
||||
end
|
||||
end
|
||||
|
||||
-- function LevelGameMode:K2_PostLogin(new_player_controller)
|
||||
-- local new_player_state = new_player_controller.PlayerState
|
||||
-- local role = new_player_state:CreateRoleRoster(new_player_controller)
|
||||
-- local new_pos = FVector()
|
||||
-- new_pos.X = 500
|
||||
-- new_pos.Y = 500
|
||||
-- new_pos.Z = 50
|
||||
-- role:K2_SetActorLocation(new_pos, true, nil, false)
|
||||
-- new_player_controller:Possess(role)
|
||||
-- end
|
||||
|
||||
return Class(nil, nil, LevelGameMode)
|
||||
@ -1,9 +0,0 @@
|
||||
--- @class LevelGameState
|
||||
local LevelGameState = {}
|
||||
|
||||
function LevelGameState:SetGameMapActor(game_map_actor)
|
||||
self.GameMapActor = game_map_actor
|
||||
end
|
||||
|
||||
|
||||
return Class(nil, nil, LevelGameState)
|
||||
@ -1,12 +0,0 @@
|
||||
local GameplayStatics = import("GameplayStatics")
|
||||
|
||||
local LevelPlayerState = {}
|
||||
|
||||
function LevelPlayerState:ReceiveBeginPlay()
|
||||
local pc = GameplayStatics.GetPlayerController(self, 0)
|
||||
local role = self:CreateRoleRoster(pc)
|
||||
print("LevelPlayerState:ReceiveBeginPlay", role, self:HasAuthority())
|
||||
pc:Possess(role)
|
||||
end
|
||||
|
||||
return Class(nil, nil, LevelPlayerState)
|
||||
@ -0,0 +1 @@
|
||||
// 角色移动
|
||||
@ -0,0 +1,196 @@
|
||||
// local GameplayStatics = import("GameplayStatics")
|
||||
// local AbilitySystemBlueprintLibrary = import("AbilitySystemBlueprintLibrary")
|
||||
// local BusyGameplayLibrary = import("BusyGameplayLibrary")
|
||||
|
||||
// --- @class FoxUltimate
|
||||
// --- @field RecastWindow number
|
||||
// local FoxUltimate = {}
|
||||
|
||||
|
||||
// function FoxUltimate:ctor()
|
||||
// self.ultimate_phase = 1 -- 大招阶段
|
||||
// self.active_recast_handle = nil
|
||||
// self.active_accelerate_handle = nil
|
||||
|
||||
// self.overlap_delegate_handle = nil
|
||||
// self.tag_add_or_remove_delegate = nil
|
||||
// end
|
||||
|
||||
|
||||
// function FoxUltimate:K2_ActivateAbilityFromEvent(EventData)
|
||||
// print("FoxUltimate:K2_ActivateAbilityFromEvent", self.ultimate_phase)
|
||||
|
||||
// if not self:K2_CommitAbilityCost(false) then
|
||||
// return self:K2_EndAbility()
|
||||
// end
|
||||
|
||||
// local owner = self:GetOwningActorFromActorInfo()
|
||||
// self.movement = owner.MovementComponent
|
||||
// self.animation = owner.SpineAnimationComponent
|
||||
// self.asc = AbilitySystemBlueprintLibrary.GetAbilitySystemComponent(owner)
|
||||
// self.recast_tag = BusyGameplayLibrary.RequestGameplayTag("Ability.Flags.Recast")
|
||||
// self.owner = owner
|
||||
|
||||
|
||||
// local asc = self.asc
|
||||
|
||||
// if self.tag_add_or_remove_delegate == nil then
|
||||
// self.tag_add_or_remove_delegate = slua.createDelegate(function(tag, is_add)
|
||||
// if is_add == 0 and not self.bIsActive then
|
||||
// self.ultimate_phase = 1
|
||||
// self:K2_CommitAbilityCooldown(false, false)
|
||||
// end
|
||||
// end)
|
||||
// owner:BindGameplayTagAddOrRemove(self.recast_tag, self.tag_add_or_remove_delegate)
|
||||
// end
|
||||
|
||||
// if self.ultimate_phase == 1 or asc:HasMatchingGameplayTag(self.recast_tag) then
|
||||
// self:TriggerUltimate(asc)
|
||||
// else
|
||||
// self:K2_EndAbility()
|
||||
// end
|
||||
|
||||
|
||||
// end
|
||||
|
||||
// function FoxUltimate:TriggerUltimate(asc)
|
||||
// if self.ultimate_phase == 1 then
|
||||
// -- 第一次释放大招,添加一个可以再次释放的Tag
|
||||
// local _, recast_effect = self:GetAbilityEffectSpecHandle("Recast", asc, 1, nil)
|
||||
// self.active_recast_handle = asc:BP_ApplyGameplayEffectSpecToSelf(recast_effect)
|
||||
// elseif self.ultimate_phase == 2 then
|
||||
// -- 第二次激活,移除可重复释放的tag
|
||||
// self.asc:RemoveActiveGameplayEffect(self.active_recast_handle, -1)
|
||||
// elseif self.ultimate_phase == 3 then
|
||||
// self.asc:RemoveActiveGameplayEffect(self.active_recast_handle, -1)
|
||||
// end
|
||||
|
||||
// -- 播放动画,并监听动画完成的事件
|
||||
// self:PlayAnimation()
|
||||
// end
|
||||
|
||||
|
||||
// function FoxUltimate:GetAnimationName(direction)
|
||||
// local animation_name_prefix
|
||||
// if direction.X >= 0 then
|
||||
// animation_name_prefix = "Ultimate/Right/"
|
||||
// else
|
||||
// animation_name_prefix = "Ultimate/Left/"
|
||||
// end
|
||||
|
||||
// if self.ultimate_phase == 1 then
|
||||
// return animation_name_prefix .. "UltimateStage1"
|
||||
// elseif self.ultimate_phase == 2 then
|
||||
// return animation_name_prefix .. "UltimateStage2"
|
||||
// elseif self.ultimate_phase == 3 then
|
||||
// return animation_name_prefix .. "UltimateStage3"
|
||||
// end
|
||||
// return nil
|
||||
// end
|
||||
|
||||
|
||||
// function FoxUltimate:K2_OnEndAbility(bWasCancelled)
|
||||
// print("FoxUltimate:K2_OnEndAbility")
|
||||
// end
|
||||
|
||||
|
||||
// function FoxUltimate:GetSprintSpeedFactor()
|
||||
// if self.ultimate_phase == 1 then
|
||||
// return 2.5
|
||||
// elseif self.ultimate_phase == 2 then
|
||||
// return 2.8
|
||||
// elseif self.ultimate_phase == 3 then
|
||||
// return 3.0
|
||||
// end
|
||||
// end
|
||||
|
||||
// function FoxUltimate:PlayAnimation()
|
||||
|
||||
// local animation = self.animation
|
||||
// local PC = GameplayStatics.GetPlayerController(self, 0)
|
||||
|
||||
// local result, ability_direction = PC:GetCursorDirection(nil) -- 获取技能的朝向
|
||||
// if not result then
|
||||
// print("FoxUltimate:TriggerPrimaryPhase can't find direction")
|
||||
// return
|
||||
// end
|
||||
// local anim_name = self:GetAnimationName(ability_direction) -- 获取技能动画名称
|
||||
// if not anim_name then
|
||||
// print("FoxUltimate:TriggerPrimaryPhase can't get animation", self.ultimate_phase)
|
||||
// return
|
||||
// end
|
||||
|
||||
// local anim_entry = animation:SetAnimation(0, anim_name, false)
|
||||
// anim_entry.AnimationComplete:Add(function(entry) self:OnAnimationComplete(entry) end)
|
||||
// anim_entry.AnimationEvent:Add(function(entry, event) self:OnAnimationEvent(entry, event) end)
|
||||
|
||||
// local anim_total_time = anim_entry:GetAnimationEnd() -- 获取技能动画时长
|
||||
|
||||
// -- 附加加速buff
|
||||
// self:MakeAccelerate(self:GetSprintSpeedFactor(), anim_total_time)
|
||||
// self.movement:ActivateSprint(ability_direction, anim_total_time)
|
||||
// end
|
||||
|
||||
|
||||
// function FoxUltimate:MakeAccelerate(speed_factor, total_time)
|
||||
// local _, accelerate_effect = self:GetAbilityEffectSpecHandle("Accelerate", self.asc, 1, nil)
|
||||
// AbilitySystemBlueprintLibrary.AssignTagSetByCallerMagnitude(
|
||||
// accelerate_effect,
|
||||
// BusyGameplayLibrary.RequestGameplayTag("Effect.Factor"),
|
||||
// speed_factor
|
||||
// )
|
||||
|
||||
// AbilitySystemBlueprintLibrary.AssignTagSetByCallerMagnitude(
|
||||
// accelerate_effect,
|
||||
// BusyGameplayLibrary.RequestGameplayTag("Effect.Duration"),
|
||||
// total_time
|
||||
// )
|
||||
// return self.asc:BP_ApplyGameplayEffectSpecToSelf(accelerate_effect)
|
||||
// end
|
||||
|
||||
|
||||
// function FoxUltimate:OnAnimationComplete(entry)
|
||||
// local new_phase = self.ultimate_phase + 1
|
||||
// if new_phase > 3 then
|
||||
// self.ultimate_phase = 1
|
||||
// else
|
||||
// self.ultimate_phase = new_phase
|
||||
// end
|
||||
// print("FoxUltimate:OnAnimationComplete", self.ultimate_phase)
|
||||
|
||||
// if not self.asc:HasMatchingGameplayTag(self.recast_tag) then
|
||||
// self.ultimate_phase = 1
|
||||
// self:K2_CommitAbilityCooldown(false, false)
|
||||
// end
|
||||
|
||||
// entry.AnimationComplete:Clear()
|
||||
// entry.AnimationEvent:Clear()
|
||||
// self:K2_EndAbility()
|
||||
// end
|
||||
|
||||
// function FoxUltimate:OnAnimationEvent(entry, event)
|
||||
// if event.Name == "OnSpeedChange" then
|
||||
// self.active_accelerate_handle = self:MakeAccelerate(8.0, 0.5)
|
||||
// elseif event.Name == "OnSpeedReset" then
|
||||
// self.asc:RemoveActiveGameplayEffect(self.active_accelerate_handle, -1)
|
||||
// elseif event.Name == "OnDamageBegin" then
|
||||
// local collision = self.owner["TailCollision"]
|
||||
// collision:SetCollisionEnabled(1)
|
||||
// self.overlap_delegate_handle = collision.OnComponentBeginOverlap:Add(function()
|
||||
// if not self.asc:HasMatchingGameplayTag(self.recast_tag) then
|
||||
// local _, recast_effect = self:GetAbilityEffectSpecHandle("Recast", self.asc, 1, nil)
|
||||
// self.active_recast_handle = self.asc:BP_ApplyGameplayEffectSpecToSelf(recast_effect)
|
||||
// end
|
||||
// end)
|
||||
// elseif event.Name == "OnDamageEnd" then
|
||||
// self.owner["TailCollision"]:SetCollisionEnabled(0)
|
||||
// if self.overlap_delegate_handle ~= nil then
|
||||
// self.owner["TailCollision"].OnComponentBeginOverlap:Remove(self.overlap_delegate_handle)
|
||||
// self.overlap_delegate_handle = nil
|
||||
// end
|
||||
// end
|
||||
// end
|
||||
|
||||
|
||||
|
||||
// return Class(nil, nil, FoxUltimate)
|
||||
@ -0,0 +1,32 @@
|
||||
using UnrealSharp.Attributes;
|
||||
using UnrealSharp.Engine;
|
||||
|
||||
namespace Level.GameSettings;
|
||||
|
||||
[UClass]
|
||||
public class ABusyLevelGameMode : AGameMode
|
||||
{
|
||||
[UProperty(PropertyFlags.EditDefaultsOnly)]
|
||||
public UnrealSharp.TSubclassOf<AActor> GameMapActorClass { get; set; }
|
||||
|
||||
protected override void BeginPlay()
|
||||
{
|
||||
base.BeginPlay();
|
||||
if (GameMapActorClass.Valid)
|
||||
{
|
||||
SpawnActor(GameMapActorClass);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// -- function LevelGameMode:K2_PostLogin(new_player_controller)
|
||||
// -- local new_player_state = new_player_controller.PlayerState
|
||||
// -- local role = new_player_state:CreateRoleRoster(new_player_controller)
|
||||
// -- local new_pos = FVector()
|
||||
// -- new_pos.X = 500
|
||||
// -- new_pos.Y = 500
|
||||
// -- new_pos.Z = 50
|
||||
// -- role:K2_SetActorLocation(new_pos, true, nil, false)
|
||||
// -- new_player_controller:Possess(role)
|
||||
// -- end
|
||||
@ -0,0 +1,17 @@
|
||||
using UnrealSharp.Attributes;
|
||||
using UnrealSharp.BusyRabbit;
|
||||
using UnrealSharp.Engine;
|
||||
|
||||
namespace Level.GameSettings;
|
||||
|
||||
[UClass]
|
||||
public class ABusyLevelPlayerState : ALevelPlayerState
|
||||
{
|
||||
protected override void BeginPlay()
|
||||
{
|
||||
base.BeginPlay();
|
||||
APlayerController pc = UGameplayStatics.GetPlayerController(0);
|
||||
var role = CreateRoleRoster(pc) as APawn;
|
||||
pc.Possess(role);
|
||||
}
|
||||
}
|
||||
54
Script/ManagedBusyRabbit/Level/Role/BusyFoxRole.cs
Normal file
54
Script/ManagedBusyRabbit/Level/Role/BusyFoxRole.cs
Normal file
@ -0,0 +1,54 @@
|
||||
// local LevelFoxRole = {}
|
||||
// local Vector2D = require("Utils.Vector2D")
|
||||
|
||||
// function LevelFoxRole:ctor()
|
||||
|
||||
// end
|
||||
|
||||
// function LevelFoxRole:ReceiveBeginPlay()
|
||||
// self["SpineAnimationComponent"]:SetAnimation(0, "Idle/Front", true)
|
||||
// self.last_animation = "Idle/Front"
|
||||
|
||||
// self["SpineBoneFollower"].Target = self
|
||||
// self["SpineBoneFollower"].BoneName = "tail"
|
||||
// self["SpineBoneFollower"].UseComponentTransform = true
|
||||
// self["SpineBoneFollower"].UseScale = true
|
||||
|
||||
// self["TailCollision"]:SetCollisionEnabled(0)
|
||||
// end
|
||||
|
||||
|
||||
// function LevelFoxRole:OnMoveDirectionChanged(InDirection)
|
||||
// -- 运动组件更新方向响应函数
|
||||
// local cur_animation
|
||||
// if Vector2D.Equals(InDirection, Vector2D.Zero) then -- Idle的情况
|
||||
// local forward_direction = self["MovementComponent"]:GetForwardDirection()
|
||||
// if(forward_direction.Y >= 0) then
|
||||
// cur_animation = "Idle/Front"
|
||||
// else
|
||||
// cur_animation = "Idle/Back"
|
||||
// end
|
||||
// else
|
||||
// if(InDirection.Y >= 0) then
|
||||
// cur_animation = "Move/Front"
|
||||
// else
|
||||
// cur_animation = "Move/Back"
|
||||
// end
|
||||
// end
|
||||
// if cur_animation ~= self.last_animation then
|
||||
// self["SpineAnimationComponent"]:SetAnimation(0, cur_animation, true)
|
||||
// self.last_animation = cur_animation
|
||||
// end
|
||||
|
||||
// self["SpineAnimationComponent"]:SetTimeScale(1.0)
|
||||
// end
|
||||
|
||||
|
||||
// function LevelFoxRole:OnMove(location)
|
||||
// -- 控制器移动相应函数
|
||||
// self["MovementComponent"]:MoveTo(location)
|
||||
// end
|
||||
|
||||
|
||||
|
||||
// return Class(nil, nil, LevelFoxRole)
|
||||
36
Script/ManagedBusyRabbit/Level/Role/BusyRabbitRole.cs
Normal file
36
Script/ManagedBusyRabbit/Level/Role/BusyRabbitRole.cs
Normal file
@ -0,0 +1,36 @@
|
||||
// local LevelRabbitRole = {}
|
||||
|
||||
// function LevelRabbitRole:ctor()
|
||||
// self.last_animation = "back/move"
|
||||
// end
|
||||
|
||||
// function LevelRabbitRole:ReceiveBeginPlay()
|
||||
// self["SpineAnimationComponent"]:SetSkin("back/move")
|
||||
// self["SpineAnimationComponent"]:SetAnimation(0, "animation", true)
|
||||
// end
|
||||
|
||||
|
||||
// function LevelRabbitRole:OnMove(location)
|
||||
// -- 控制器移动相应函数
|
||||
// self["MovementComponent"]:MoveTo(location)
|
||||
// end
|
||||
|
||||
|
||||
// function LevelRabbitRole:OnMoveDirectionChanged(InDirection)
|
||||
// -- 运动组件更新方向响应函数
|
||||
// local cur_animation
|
||||
// if(InDirection.Y >= 0) then
|
||||
// cur_animation = "front/move"
|
||||
// else
|
||||
// cur_animation = "back/move"
|
||||
// end
|
||||
// print("LevelRabbitRole:OnMoveDirectionChanged", cur_animation)
|
||||
// if cur_animation ~= self.last_animation then
|
||||
// self["SpineAnimationComponent"]:SetSkin(cur_animation)
|
||||
// self["SpineAnimationComponent"]:SetSlotsToSetupPose()
|
||||
// self.last_animation = cur_animation
|
||||
// end
|
||||
// end
|
||||
|
||||
|
||||
// return Class(nil, nil, LevelRabbitRole)
|
||||
Reference in New Issue
Block a user