// 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)