gameActor.lua 9.6 KB

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  1. local gameActor = class("gameActor")
  2. local INVALID_MAP_POS = 0xFFFF
  3. function gameActor:ctor()
  4. end
  5. function gameActor:init()
  6. self.mONameStr = ""
  7. self.mName = ""
  8. self.mTypeIndex = 0
  9. self.mID = global.MMO.ACTOR_ID_INVALID
  10. self.mRace = global.MMO.ACTOR_RACE_NONE
  11. self.mSubType = global.MMO.ACTOR_SUBTYPE_NONE
  12. self.mCurrMapX = INVALID_MAP_POS
  13. self.mCurrMapY = INVALID_MAP_POS
  14. self.mLastMapX = INVALID_MAP_POS
  15. self.mLastMapY = INVALID_MAP_POS
  16. self.mPositionX = 0
  17. self.mPositionY = 0
  18. self.mAction = global.MMO.ACTION_IDLE
  19. self.mOrient = global.MMO.ORIENT_U
  20. self.mCurrActorNode = nil
  21. self.mAnimation = nil
  22. self.mIgnored = nil
  23. self.mIgnoredT = 0
  24. self.mIsAttack = true -- 可攻击的类型
  25. self.mIsPlayerAttacked = true -- 可被玩家攻击
  26. self.mLight = nil -- 灯光
  27. self.mPauseIgnored = nil
  28. self.mPauseIgnoredT = 0
  29. self.mVisible = false
  30. self.mServerHpLabel = false
  31. self.mObstacleFlag = false -- 阻挡标识
  32. self.mVisibles = {}
  33. end
  34. function gameActor:destory()
  35. end
  36. function gameActor:Tick(dt)
  37. if self:IsIngored() then
  38. self.mIgnoredT = self.mIgnoredT + dt
  39. if self.mIgnoredT >= 3 then
  40. self.mIgnoredT = 0
  41. self:IgnoreActor(false)
  42. end
  43. end
  44. if self:IsPauseIgnored() then
  45. self.mPauseIgnoredT = self.mPauseIgnoredT + dt
  46. if self.mPauseIgnoredT >= 3 then
  47. self.mPauseIgnoredT = 0
  48. self:IgnoreActor(true)
  49. self:PauseIgnoredActor()
  50. end
  51. end
  52. end
  53. function gameActor:GetType()
  54. return global.MMO.ACTOR_NONE
  55. end
  56. function gameActor:SetLightID( Light )
  57. self.mLight = Light
  58. end
  59. function gameActor:GetLightID()
  60. return self.mLight
  61. end
  62. function gameActor:SetID( id )
  63. self.mID = id
  64. end
  65. function gameActor:GetID()
  66. return self.mID
  67. end
  68. function gameActor:GetRace()
  69. return self.mRace
  70. end
  71. function gameActor:SetRace(race)
  72. self.mRace = race
  73. end
  74. function gameActor:IsPlayer()
  75. return self:GetType() == global.MMO.ACTOR_PLAYER
  76. end
  77. function gameActor:IsMonster()
  78. return self:GetType() == global.MMO.ACTOR_MONSTER
  79. end
  80. function gameActor:IsNPC()
  81. return self:GetType() == global.MMO.ACTOR_NPC
  82. end
  83. function gameActor:IsDropItem()
  84. return self:GetType() == global.MMO.ACTOR_DROPITEM
  85. end
  86. function gameActor:IsSEffect()
  87. return self:GetType() == global.MMO.ACTOR_SEFFECT
  88. end
  89. function gameActor:IsNetPlayer()
  90. return self:GetRace() == global.MMO.ACTOR_RACE_NET_PLAYER
  91. end
  92. function gameActor:IsHero()
  93. return self:GetRace() == global.MMO.ACTOR_RACE_HERO
  94. end
  95. function gameActor:IsPet()
  96. return self:GetRace() == global.MMO.ACTOR_RACE_PET
  97. end
  98. function gameActor:IsPickUpSprite()
  99. return self:GetRace() == global.MMO.ACTOR_RACE_PICKUPSPRITE
  100. end
  101. function gameActor:IsHumanoid()
  102. return self:GetRace() == global.MMO.ACTOR_RACE_HUMANOID
  103. end
  104. function gameActor:IsDefender()
  105. return self:GetRace() == global.MMO.ACTOR_RACE_DEFENDER
  106. end
  107. function gameActor:IsBoss()
  108. return self:GetSubType() == global.MMO.ACTOR_SUBTYPE_BOSS
  109. end
  110. function gameActor:IsNormalMonster()
  111. return self:GetSubType() == global.MMO.ACTOR_SUBTYPE_NORMAL
  112. end
  113. function gameActor:IsElite()
  114. return self:GetSubType() == global.MMO.ACTOR_SUBTYPE_ELITE
  115. end
  116. function gameActor:IsEscort()
  117. return self:GetRace() == global.MMO.ACTOR_RACE_ESCORT
  118. end
  119. function gameActor:IsCollection()
  120. return self:GetRace() == global.MMO.ACTOR_RACE_COLLECTION
  121. end
  122. --沙巴克大门
  123. function gameActor:IsGate()
  124. if self:IsMonster() and self:GetAnimationID() == 900 then
  125. return true
  126. end
  127. return false
  128. end
  129. --沙巴克城墙
  130. function gameActor:IsWall()
  131. if not self:IsMonster() then
  132. return false
  133. end
  134. local animId = self:GetAnimationID()
  135. return (animId == 901 or animId == 902 or animId == 903 or animId == 904 or animId == 905 or animId == 906)
  136. end
  137. -- 是否是趴狗
  138. function gameActor:IsFollowDog()
  139. if not self:IsMonster() then
  140. return false
  141. end
  142. local raceServer = self:GetRaceServer()
  143. return raceServer == global.MMO.ACTOR_SERVER_RACE_FOLLOW_DOG or raceServer == global.MMO.ACTOR_SERVER_RACE_FOLLOW_DOG1
  144. or raceServer == global.MMO.ACTOR_SERVER_RACE_FOLLOW_DOG2 or raceServer == global.MMO.ACTOR_SERVER_RACE_FOLLOW_DOG3
  145. end
  146. -- 是否是站狗
  147. function gameActor:IsFightDog()
  148. if not self:IsMonster() then
  149. return false
  150. end
  151. local raceServer = self:GetRaceServer()
  152. return raceServer == global.MMO.ACTOR_SERVER_RACE_FIGHT_DOG or raceServer == global.MMO.ACTOR_SERVER_RACE_FIGHT_DOG1
  153. or raceServer == global.MMO.ACTOR_SERVER_RACE_FIGHT_DOG2 or raceServer == global.MMO.ACTOR_SERVER_RACE_FIGHT_DOG3
  154. end
  155. --动画顺序播放
  156. function gameActor:IsSequence()
  157. -- 趴狗 变身倒着播放
  158. if self:IsFollowDog() and self.mAction == global.MMO.ACTION_CHANGESHAPE then
  159. return false
  160. end
  161. -- 钻回地下
  162. if self.mAction == global.MMO.ACTION_CAVE then
  163. return false
  164. end
  165. return true
  166. end
  167. function gameActor:GetTypeIndex()
  168. return self.mTypeIndex
  169. end
  170. function gameActor:SetTypeIndex(index)
  171. self.mTypeIndex = index
  172. end
  173. function gameActor:GetSubType()
  174. return self.mSubType
  175. end
  176. function gameActor:SetSubType(type)
  177. self.mSubType = type
  178. end
  179. function gameActor:GetMapX()
  180. return self.mCurrMapX
  181. end
  182. function gameActor:GetLastMapX()
  183. return self.mLastMapX
  184. end
  185. function gameActor:SetMapX( x )
  186. self.mLastMapX = self.mCurrMapX
  187. self.mCurrMapX = x
  188. end
  189. function gameActor:GetMapY()
  190. return self.mCurrMapY
  191. end
  192. function gameActor:GetLastMapY()
  193. return self.mLastMapY
  194. end
  195. function gameActor:SetMapY( y )
  196. self.mLastMapY = self.mCurrMapY
  197. self.mCurrMapY = y
  198. end
  199. function gameActor:setPosition(x, y)
  200. if (self.mPositionX == x and self.mPositionY == y) then
  201. return
  202. end
  203. self.mPositionX = x
  204. self.mPositionY = y
  205. self:GetNode():setPosition( x, y )
  206. end
  207. function gameActor:getPosition()
  208. return cc.p(self.mPositionX, self.mPositionY)
  209. end
  210. function gameActor:SetAction( newAction, isTerminate )
  211. end
  212. function gameActor:GetAction()
  213. return self.mAction
  214. end
  215. function gameActor:IsDie()
  216. return self.mAction == global.MMO.ACTION_DIE
  217. end
  218. function gameActor:IsDeath()
  219. return self.mAction == global.MMO.ACTION_DEATH
  220. end
  221. function gameActor:IsBorn()
  222. return self.mAction == global.MMO.ACTION_BORN
  223. end
  224. function gameActor:IsCave()
  225. return self.mAction == global.MMO.ACTION_CAVE
  226. end
  227. function gameActor:IsLaunch()
  228. return self.mAction == global.MMO.ACTION_ATTACK or self.mAction == global.MMO.ACTION_SKILL
  229. end
  230. function gameActor:IsDash()
  231. return self.mAction == global.MMO.ACTION_DASH
  232. end
  233. function gameActor:IsOnPush()
  234. return self.mAction == global.MMO.ACTION_ONPUSH
  235. end
  236. function gameActor:IsAttackType()
  237. return self.mIsAttack
  238. end
  239. function gameActor:IsPlayerAttacked()
  240. return self.mIsPlayerAttacked
  241. end
  242. function gameActor:SetActionType( action_type )
  243. self.mIsAttack = not CheckBit(action_type or 0,1)
  244. self.mIsPlayerAttacked = not CheckBit(action_type or 0, 4)
  245. end
  246. function gameActor:SetDirection( dir )
  247. dir = tonumber(dir)
  248. if dir and (dir >= 0 and dir < 8) then
  249. self.mOrient = dir
  250. else
  251. print("SetDirection error:", dir)
  252. end
  253. end
  254. function gameActor:GetDirection()
  255. return self.mOrient
  256. end
  257. function gameActor:GetNode()
  258. return self.mCurrActorNode
  259. end
  260. function gameActor:GetMountNode()
  261. return self.mCurrMountNode
  262. end
  263. function gameActor:GetAnimationID()
  264. if self.mAnimation then
  265. return self.mAnimation:GetID()
  266. end
  267. return 0
  268. end
  269. function gameActor:GetAnimation()
  270. return self.mAnimation
  271. end
  272. function gameActor:SetONameStr( str )
  273. self.mONameStr = str
  274. end
  275. function gameActor:GetONameStr()
  276. return self.mONameStr
  277. end
  278. function gameActor:SetName( name )
  279. self.mName = name
  280. end
  281. function gameActor:GetName()
  282. return self.mName
  283. end
  284. function gameActor:IsIngored()
  285. return self.mIgnored
  286. end
  287. function gameActor:IgnoreActor(state)
  288. self.mIgnored = state
  289. end
  290. function gameActor:Bright()
  291. end
  292. function gameActor:UnBright()
  293. end
  294. function gameActor:IsBright()
  295. return false
  296. end
  297. function gameActor:GetHUDTop()
  298. return 0
  299. end
  300. function gameActor:IsPauseIgnored()
  301. return self.mPauseIgnored
  302. end
  303. function gameActor:PauseIgnoredActor(state)
  304. self.mPauseIgnored = state
  305. if not state then
  306. self.mPauseIgnoredT = 0
  307. end
  308. end
  309. ---------------------------------------------------------------------------
  310. -- Server Hp
  311. function gameActor:IsVisibleServerHpLabel()
  312. return self.mServerHpLabel
  313. end
  314. function gameActor:setVisibleServerHpLabel(visible)
  315. self.mServerHpLabel = visible
  316. end
  317. function gameActor:SetKeyValue(key, value)
  318. if self.mVisibles[key] == value then
  319. return false
  320. end
  321. self.mVisibles[key] = value
  322. end
  323. function gameActor:GetValueByKey(key)
  324. return self.mVisibles[key]
  325. end
  326. function gameActor:SetObstacleFlag( state )
  327. self.mObstacleFlag = state
  328. end
  329. function gameActor:IsObstacleFlag()
  330. return self.mObstacleFlag
  331. end
  332. return gameActor