54 lines
1.5 KiB
Lua
54 lines
1.5 KiB
Lua
local LevelFoxRole = {}
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local Vector2D = require("Utils.Vector2D")
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function LevelFoxRole:ctor()
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end
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function LevelFoxRole:ReceiveBeginPlay()
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self["SpineAnimationComponent"]:SetAnimation(0, "Idle/Front", true)
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self.last_animation = "Idle/Front"
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self["SpineBoneFollower"].Target = self
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self["SpineBoneFollower"].BoneName = "tail"
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self["SpineBoneFollower"].UseComponentTransform = true
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self["SpineBoneFollower"].UseScale = true
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self["TailCollision"]:SetCollisionEnabled(0)
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end
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function LevelFoxRole:OnMoveDirectionChanged(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 Vector2D.Equals(InDirection, Vector2D.Zero) then -- Idle的情况
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local forward_direction = self["MovementComponent"]:GetForwardDirection()
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if(forward_direction.Y >= 0) then
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cur_animation = "Idle/Front"
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else
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cur_animation = "Idle/Back"
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end
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else
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if(InDirection.Y >= 0) then
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cur_animation = "Move/Front"
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else
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cur_animation = "Move/Back"
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end
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end
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if cur_animation ~= self.last_animation then
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self["SpineAnimationComponent"]:SetAnimation(0, cur_animation, true)
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self.last_animation = cur_animation
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end
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self["SpineAnimationComponent"]:SetTimeScale(1.0)
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end
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function LevelFoxRole: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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return Class(nil, nil, LevelFoxRole) |