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- local gameActor = class("gameActor")
- local INVALID_MAP_POS = 0xFFFF
- function gameActor:ctor()
- end
- function gameActor:init()
- self.mONameStr = ""
- self.mName = ""
- self.mTypeIndex = 0
- self.mID = global.MMO.ACTOR_ID_INVALID
- self.mRace = global.MMO.ACTOR_RACE_NONE
- self.mSubType = global.MMO.ACTOR_SUBTYPE_NONE
- self.mCurrMapX = INVALID_MAP_POS
- self.mCurrMapY = INVALID_MAP_POS
- self.mLastMapX = INVALID_MAP_POS
- self.mLastMapY = INVALID_MAP_POS
- self.mPositionX = 0
- self.mPositionY = 0
- self.mAction = global.MMO.ACTION_IDLE
- self.mOrient = global.MMO.ORIENT_U
- self.mCurrActorNode = nil
- self.mAnimation = nil
- self.mIgnored = nil
- self.mIgnoredT = 0
- self.mIsAttack = true -- 可攻击的类型
- self.mIsPlayerAttacked = true -- 可被玩家攻击
- self.mLight = nil -- 灯光
- self.mPauseIgnored = nil
- self.mPauseIgnoredT = 0
- self.mVisible = false
- self.mServerHpLabel = false
- self.mObstacleFlag = false -- 阻挡标识
- self.mVisibles = {}
- end
- function gameActor:destory()
- end
- function gameActor:Tick(dt)
- if self:IsIngored() then
- self.mIgnoredT = self.mIgnoredT + dt
- if self.mIgnoredT >= 3 then
- self.mIgnoredT = 0
- self:IgnoreActor(false)
- end
- end
- if self:IsPauseIgnored() then
- self.mPauseIgnoredT = self.mPauseIgnoredT + dt
- if self.mPauseIgnoredT >= 3 then
- self.mPauseIgnoredT = 0
- self:IgnoreActor(true)
- self:PauseIgnoredActor()
- end
- end
- end
- function gameActor:GetType()
- return global.MMO.ACTOR_NONE
- end
- function gameActor:SetLightID( Light )
- self.mLight = Light
- end
- function gameActor:GetLightID()
- return self.mLight
- end
- function gameActor:SetID( id )
- self.mID = id
- end
- function gameActor:GetID()
- return self.mID
- end
- function gameActor:GetRace()
- return self.mRace
- end
- function gameActor:SetRace(race)
- self.mRace = race
- end
- function gameActor:IsPlayer()
- return self:GetType() == global.MMO.ACTOR_PLAYER
- end
- function gameActor:IsMonster()
- return self:GetType() == global.MMO.ACTOR_MONSTER
- end
- function gameActor:IsNPC()
- return self:GetType() == global.MMO.ACTOR_NPC
- end
- function gameActor:IsDropItem()
- return self:GetType() == global.MMO.ACTOR_DROPITEM
- end
- function gameActor:IsSEffect()
- return self:GetType() == global.MMO.ACTOR_SEFFECT
- end
- function gameActor:IsNetPlayer()
- return self:GetRace() == global.MMO.ACTOR_RACE_NET_PLAYER
- end
- function gameActor:IsHero()
- return self:GetRace() == global.MMO.ACTOR_RACE_HERO
- end
- function gameActor:IsPet()
- return self:GetRace() == global.MMO.ACTOR_RACE_PET
- end
- function gameActor:IsPickUpSprite()
- return self:GetRace() == global.MMO.ACTOR_RACE_PICKUPSPRITE
- end
- function gameActor:IsHumanoid()
- return self:GetRace() == global.MMO.ACTOR_RACE_HUMANOID
- end
- function gameActor:IsDefender()
- return self:GetRace() == global.MMO.ACTOR_RACE_DEFENDER
- end
- function gameActor:IsBoss()
- return self:GetSubType() == global.MMO.ACTOR_SUBTYPE_BOSS
- end
- function gameActor:IsNormalMonster()
- return self:GetSubType() == global.MMO.ACTOR_SUBTYPE_NORMAL
- end
- function gameActor:IsElite()
- return self:GetSubType() == global.MMO.ACTOR_SUBTYPE_ELITE
- end
- function gameActor:IsEscort()
- return self:GetRace() == global.MMO.ACTOR_RACE_ESCORT
- end
- function gameActor:IsCollection()
- return self:GetRace() == global.MMO.ACTOR_RACE_COLLECTION
- end
- --沙巴克大门
- function gameActor:IsGate()
- if self:IsMonster() and self:GetAnimationID() == 900 then
- return true
- end
- return false
- end
- --沙巴克城墙
- function gameActor:IsWall()
- if not self:IsMonster() then
- return false
- end
- local animId = self:GetAnimationID()
- return (animId == 901 or animId == 902 or animId == 903 or animId == 904 or animId == 905 or animId == 906)
- end
- -- 是否是趴狗
- function gameActor:IsFollowDog()
- if not self:IsMonster() then
- return false
- end
- local raceServer = self:GetRaceServer()
- return raceServer == global.MMO.ACTOR_SERVER_RACE_FOLLOW_DOG or raceServer == global.MMO.ACTOR_SERVER_RACE_FOLLOW_DOG1
- or raceServer == global.MMO.ACTOR_SERVER_RACE_FOLLOW_DOG2 or raceServer == global.MMO.ACTOR_SERVER_RACE_FOLLOW_DOG3
- end
- -- 是否是站狗
- function gameActor:IsFightDog()
- if not self:IsMonster() then
- return false
- end
- local raceServer = self:GetRaceServer()
- return raceServer == global.MMO.ACTOR_SERVER_RACE_FIGHT_DOG or raceServer == global.MMO.ACTOR_SERVER_RACE_FIGHT_DOG1
- or raceServer == global.MMO.ACTOR_SERVER_RACE_FIGHT_DOG2 or raceServer == global.MMO.ACTOR_SERVER_RACE_FIGHT_DOG3
- end
- --动画顺序播放
- function gameActor:IsSequence()
- -- 趴狗 变身倒着播放
- if self:IsFollowDog() and self.mAction == global.MMO.ACTION_CHANGESHAPE then
- return false
- end
- -- 钻回地下
- if self.mAction == global.MMO.ACTION_CAVE then
- return false
- end
- return true
- end
- function gameActor:GetTypeIndex()
- return self.mTypeIndex
- end
- function gameActor:SetTypeIndex(index)
- self.mTypeIndex = index
- end
- function gameActor:GetSubType()
- return self.mSubType
- end
- function gameActor:SetSubType(type)
- self.mSubType = type
- end
- function gameActor:GetMapX()
- return self.mCurrMapX
- end
- function gameActor:GetLastMapX()
- return self.mLastMapX
- end
- function gameActor:SetMapX( x )
- self.mLastMapX = self.mCurrMapX
- self.mCurrMapX = x
- end
- function gameActor:GetMapY()
- return self.mCurrMapY
- end
- function gameActor:GetLastMapY()
- return self.mLastMapY
- end
- function gameActor:SetMapY( y )
- self.mLastMapY = self.mCurrMapY
- self.mCurrMapY = y
- end
- function gameActor:setPosition(x, y)
- if (self.mPositionX == x and self.mPositionY == y) then
- return
- end
- self.mPositionX = x
- self.mPositionY = y
- self:GetNode():setPosition( x, y )
- end
- function gameActor:getPosition()
- return cc.p(self.mPositionX, self.mPositionY)
- end
- function gameActor:SetAction( newAction, isTerminate )
- end
- function gameActor:GetAction()
- return self.mAction
- end
- function gameActor:IsDie()
- return self.mAction == global.MMO.ACTION_DIE
- end
- function gameActor:IsDeath()
- return self.mAction == global.MMO.ACTION_DEATH
- end
- function gameActor:IsBorn()
- return self.mAction == global.MMO.ACTION_BORN
- end
- function gameActor:IsCave()
- return self.mAction == global.MMO.ACTION_CAVE
- end
- function gameActor:IsLaunch()
- return self.mAction == global.MMO.ACTION_ATTACK or self.mAction == global.MMO.ACTION_SKILL
- end
- function gameActor:IsDash()
- return self.mAction == global.MMO.ACTION_DASH
- end
- function gameActor:IsOnPush()
- return self.mAction == global.MMO.ACTION_ONPUSH
- end
- function gameActor:IsAttackType()
- return self.mIsAttack
- end
- function gameActor:IsPlayerAttacked()
- return self.mIsPlayerAttacked
- end
- function gameActor:SetActionType( action_type )
- self.mIsAttack = not CheckBit(action_type or 0,1)
- self.mIsPlayerAttacked = not CheckBit(action_type or 0, 4)
- end
- function gameActor:SetDirection( dir )
- dir = tonumber(dir)
- if dir and (dir >= 0 and dir < 8) then
- self.mOrient = dir
- else
- print("SetDirection error:", dir)
- end
- end
- function gameActor:GetDirection()
- return self.mOrient
- end
- function gameActor:GetNode()
- return self.mCurrActorNode
- end
- function gameActor:GetMountNode()
- return self.mCurrMountNode
- end
- function gameActor:GetAnimationID()
- if self.mAnimation then
- return self.mAnimation:GetID()
- end
- return 0
- end
- function gameActor:GetAnimation()
- return self.mAnimation
- end
- function gameActor:SetONameStr( str )
- self.mONameStr = str
- end
- function gameActor:GetONameStr()
- return self.mONameStr
- end
- function gameActor:SetName( name )
- self.mName = name
- end
- function gameActor:GetName()
- return self.mName
- end
- function gameActor:IsIngored()
- return self.mIgnored
- end
- function gameActor:IgnoreActor(state)
- self.mIgnored = state
- end
- function gameActor:Bright()
- end
- function gameActor:UnBright()
- end
- function gameActor:IsBright()
- return false
- end
- function gameActor:GetHUDTop()
- return 0
- end
- function gameActor:IsPauseIgnored()
- return self.mPauseIgnored
- end
- function gameActor:PauseIgnoredActor(state)
- self.mPauseIgnored = state
- if not state then
- self.mPauseIgnoredT = 0
- end
- end
- ---------------------------------------------------------------------------
- -- Server Hp
- function gameActor:IsVisibleServerHpLabel()
- return self.mServerHpLabel
- end
- function gameActor:setVisibleServerHpLabel(visible)
- self.mServerHpLabel = visible
- end
- function gameActor:SetKeyValue(key, value)
- if self.mVisibles[key] == value then
- return false
- end
- self.mVisibles[key] = value
- end
- function gameActor:GetValueByKey(key)
- return self.mVisibles[key]
- end
- function gameActor:SetObstacleFlag( state )
- self.mObstacleFlag = state
- end
- function gameActor:IsObstacleFlag()
- return self.mObstacleFlag
- end
- return gameActor
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