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- local gameActorMoveable = require( "actor/gameActorMoveable")
- local gameActorPlayer = class('gameActorPlayer', gameActorMoveable)
- local gameActorStatePlayerIdle = require( "actor/gameActorStatePlayerIdle" )
- local gameActorStatePlayerWalk = require( "actor/gameActorStatePlayerWalk" )
- local gameActorStatePlayerRun = require( "actor/gameActorStatePlayerRun" )
- local gameActorStatePlayerAttack = require( "actor/gameActorStatePlayerAttack" )
- local gameActorStatePlayerSkill = require( "actor/gameActorStatePlayerSkill" )
- local gameActorStatePlayerDie = require( "actor/gameActorStatePlayerDie" )
- local gameActorStatePlayerStuck = require( "actor/gameActorStatePlayerStuck" )
- local gameActorStatePlayerReady = require( "actor/gameActorStatePlayerReady" )
- local gameActorStatePlayerMining = require( "actor/gameActorStatePlayerMining" )
- local gameActorStatePlayerSitdown = require( "actor/gameActorStatePlayerSitdown" )
- local gameActorStatePlayerRideRun = require( "actor/gameActorStatePlayerRideRun" )
- local gameActorStatePlayerDash = require( "actor/gameActorStatePlayerDash" )
- local gameActorStatePlayerDashWaiting = require( "actor/gameActorStatePlayerDashWaiting" )
- local gameActorStatePlayerOnPush = require( "actor/gameActorStatePlayerOnPush" )
- local gameActorStatePlayerTeleport = require( "actor/gameActorStatePlayerTeleport" )
- local gameActorStatePlayerIdleLock = require( "actor/gameActorStatePlayerIdleLock" )
- local gameActorStatePlayerTurn = require( "actor/gameActorStatePlayerTurn" )
- local gameActorStatePlayerYTPD = require( "actor/gameActorStatePlayerYTPD" )
- local gameActorStatePlayerZXC = require( "actor/gameActorStatePlayerZXC" )
- local gameActorStatePlayerSJS = require( "actor/gameActorStatePlayerSJS" )
- local gameActorStatePlayerDYZ = require( "actor/gameActorStatePlayerDYZ" )
- local gameActorStatePlayerHSQJ = require( "actor/gameActorStatePlayerHSQJ" )
- local gameActorStatePlayerFWJ = require( "actor/gameActorStatePlayerFWJ" )
- local gameActorStatePlayerJLB = require( "actor/gameActorStatePlayerJLB" )
- local gameActorStatePlayerBTXD = require( "actor/gameActorStatePlayerBTXD" )
- local gameActorStatePlayerSLP = require( "actor/gameActorStatePlayerSLP" )
- local gameActorStatePlayerHXJ = require( "actor/gameActorStatePlayerHXJ" )
- local gameActorStatePlayerBGZ = require( "actor/gameActorStatePlayerBGZ" )
- local gameActorStatePlayerSYZ = require( "actor/gameActorStatePlayerSYZ" )
- local gameActorStatePlayerWJGZ = require( "actor/gameActorStatePlayerWJGZ" )
- local gameActorStatePlayerDashFail = require( "actor/gameActorStatePlayerDashFail" )
- local gameActorStatePlayerSBYS = require( "actor/gameActorStatePlayerSBYS" )
- local gameActorStatePlayerAssassinRun = require( "actor/gameActorStatePlayerAssassinRun" )
- local gameActorStatePlayerAssassinSneak = require( "actor/gameActorStatePlayerAssassinSneak" )
- local gameActorStatePlayerAssassinSmite = require( "actor/gameActorStatePlayerAssassinSmite" )
- local gameActorStatePlayerAssassinSkill = require( "actor/gameActorStatePlayerAssassinSkill" )
- local gameActorStatePlayerAssassinSY = require( "actor/gameActorStatePlayerAssassinSY" )
- local gameActorStatePlayerAssassinUnknown = require( "actor/gameActorStatePlayerAssassinUnknown" )
- local gameActorStatePlayerAssassinXFT = require( "actor/gameActorStatePlayerAssassinXFT" )
- local gameActorStatePlayerJY = require( "actor/gameActorStatePlayerJY" )
- local gameActorStatePlayerJY2 = require( "actor/gameActorStatePlayerJY2" )
- local gameActorStatePlayerTSZ = require( "actor/gameActorStatePlayerTSZ" )
- local gameActorStatePlayerXLFH = require( "actor/gameActorStatePlayerXLFH" )
- local gameActorStatePlayerCustom = require( "actor/gameActorStatePlayerCustom" )
- local actorFeatureID = require( "actor/actorFeatureID" )
- local optionsUtils = requireProxy( "optionsUtils" )
- local actorUtils = requireProxy( "actorUtils" )
- function gameActorPlayer:checkAndCreateAvatarNode(avatar, tag)
- local node = avatar:getChildByTag( tag )
- if not node then
- node = cc.Node:create()
- node:setCascadeColorEnabled( true )
- node:setCascadeOpacityEnabled( true )
- avatar:addChild( node, 0, tag )
- end
- return node
- end
- local walkOnly = SL:GetMetaValue("GAME_DATA","gameOption_WalkOnly") == 1
- local horseHair= SL:GetMetaValue("GAME_DATA","horse_hair") == 1
- local mmo = global.MMO
- local mapActAnim_WalkOnly = {
- [mmo.ACTION_IDLE] = mmo.ANIM_IDLE,
- [mmo.ACTION_WALK] = walkOnly and mmo.ANIM_RUN or mmo.ANIM_WALK,
- [mmo.ACTION_ATTACK] = mmo.ANIM_ATTACK,
- [mmo.ACTION_SKILL] = mmo.ANIM_SKILL,
- [mmo.ACTION_DIE] = mmo.ANIM_DIE,
- [mmo.ACTION_RUN] = mmo.ANIM_RUN,
- [mmo.ACTION_STUCK] = mmo.ANIM_STUCK,
- [mmo.ACTION_READY] = mmo.ANIM_READY,
- [mmo.ACTION_MINING] = mmo.ANIM_MINING,
- [mmo.ACTION_SITDOWN] = mmo.ANIM_SITDOWN,
- [mmo.ACTION_DEATH] = mmo.ANIM_DEATH,
- [mmo.ACTION_TURN] = mmo.ANIM_IDLE,
- [mmo.ACTION_RIDE_RUN] = mmo.ANIM_RUN,
- [mmo.ACTION_DASH] = mmo.ANIM_RUN,
- [mmo.ACTION_ONPUSH] = mmo.ANIM_RUN,
- [mmo.ACTION_DASH_WAITING] = mmo.ANIM_IDLE,
- [mmo.ACTION_TELEPORT] = mmo.ANIM_IDLE,
- [mmo.ACTION_IDLE_LOCK] = mmo.ANIM_IDLE,
- [mmo.ACTION_YTPD] = mmo.ANIM_YTPD,
- [mmo.ACTION_ZXC] = mmo.ANIM_ZXC,
- [mmo.ACTION_SJS] = mmo.ANIM_SJS,
- [mmo.ACTION_DYZ] = mmo.ANIM_DYZ,
- [mmo.ACTION_HSQJ] = mmo.ANIM_HSQJ,
- [mmo.ACTION_FWJ] = mmo.ANIM_FWJ,
- [mmo.ACTION_JLB] = mmo.ANIM_JLB,
- [mmo.ACTION_BTXD] = mmo.ANIM_BTXD,
- [mmo.ACTION_SLP] = mmo.ANIM_SLP,
- [mmo.ACTION_HXJ] = mmo.ANIM_HXJ,
- [mmo.ACTION_BGZ] = mmo.ANIM_BGZ,
- [mmo.ACTION_SYZ] = mmo.ANIM_SYZ,
- [mmo.ACTION_WJGZ] = mmo.ANIM_WJGZ,
- [mmo.ACTION_DASH_FAIL] = mmo.ANIM_RUN,
- [mmo.ACTION_SBYS] = mmo.ANIM_IDLE,
- [mmo.ACTION_ASSASSIN_RUN] = mmo.ANIM_ASSASSIN_RUN, -- 刺客跑步
- [mmo.ACTION_ASSASSIN_SNEAK] = mmo.ANIM_ASSASSIN_SNEAK, -- 刺客潜行
- [mmo.ACTION_ASSASSIN_SMITE] = mmo.ANIM_ASSASSIN_SMITE, -- 刺客重击
- [mmo.ACTION_ASSASSIN_SKILL] = mmo.ANIM_ASSASSIN_SKILL, -- 刺客施法
- [mmo.ACTION_ASSASSIN_SY] = mmo.ANIM_ASSASSIN_SY, -- 刺客霜月
- [mmo.ACTION_ASSASSIN_UNKNOWN] = mmo.ANIM_ASSASSIN_UNKNOWN, -- 刺客未知动作
- [mmo.ACTION_ASSASSIN_XFT] = mmo.ANIM_ASSASSIN_XFT, -- 旋风腿
- [mmo.ACTION_JY] = mmo.ANIM_JY, -- 箭雨1
- [mmo.ACTION_JY2] = mmo.ANIM_JY2, -- 箭雨2
- [mmo.ACTION_TSZ] = mmo.ANIM_TSZ, -- 推山掌
- [mmo.ACTION_XLFH] = mmo.ANIM_XLFH, -- 降龙伏虎
- }
- -- 自定义
- for i = mmo.ACTION_CUSTOM_MIN, mmo.ACTION_CUSTOM_MAX, 1 do
- mapActAnim_WalkOnly[i] = mmo.ANIM_CUSTOM_MIN + (i - mmo.ACTION_CUSTOM_MIN)
- end
- -- buff 变型怪物 走代替跑
- local mapActAnimBuff = {
- [mmo.ACTION_WALK] = mmo.ANIM_RUN,
- }
- local mapActAnim = {
- [mmo.ACTION_IDLE] = mmo.ANIM_IDLE,
- [mmo.ACTION_WALK] = mmo.ANIM_WALK,
- [mmo.ACTION_ATTACK] = mmo.ANIM_ATTACK,
- [mmo.ACTION_SKILL] = mmo.ANIM_SKILL,
- [mmo.ACTION_DIE] = mmo.ANIM_DIE,
- [mmo.ACTION_RUN] = mmo.ANIM_RUN,
- [mmo.ACTION_STUCK] = mmo.ANIM_STUCK,
- [mmo.ACTION_READY] = mmo.ANIM_READY,
- [mmo.ACTION_MINING] = mmo.ANIM_MINING,
- [mmo.ACTION_SITDOWN] = mmo.ANIM_SITDOWN,
- [mmo.ACTION_DEATH] = mmo.ANIM_DEATH,
- [mmo.ACTION_TURN] = mmo.ANIM_IDLE,
- [mmo.ACTION_RIDE_RUN] = mmo.ANIM_RUN,
- [mmo.ACTION_DASH] = mmo.ANIM_RUN,
- [mmo.ACTION_ONPUSH] = mmo.ANIM_RUN,
- [mmo.ACTION_DASH_WAITING] = mmo.ANIM_IDLE,
- [mmo.ACTION_TELEPORT] = mmo.ANIM_IDLE,
- [mmo.ACTION_IDLE_LOCK] = mmo.ANIM_IDLE,
- [mmo.ACTION_YTPD] = mmo.ANIM_YTPD,
- [mmo.ACTION_ZXC] = mmo.ANIM_ZXC,
- [mmo.ACTION_SJS] = mmo.ANIM_SJS,
- [mmo.ACTION_DYZ] = mmo.ANIM_DYZ,
- [mmo.ACTION_HSQJ] = mmo.ANIM_HSQJ,
- [mmo.ACTION_FWJ] = mmo.ANIM_FWJ,
- [mmo.ACTION_JLB] = mmo.ANIM_JLB,
- [mmo.ACTION_BTXD] = mmo.ANIM_BTXD,
- [mmo.ACTION_SLP] = mmo.ANIM_SLP,
- [mmo.ACTION_HXJ] = mmo.ANIM_HXJ,
- [mmo.ACTION_BGZ] = mmo.ANIM_BGZ,
- [mmo.ACTION_SYZ] = mmo.ANIM_SYZ,
- [mmo.ACTION_WJGZ] = mmo.ANIM_WJGZ,
- [mmo.ACTION_DASH_FAIL] = mmo.ANIM_RUN,
- [mmo.ACTION_SBYS] = mmo.ANIM_IDLE,
- [mmo.ACTION_ASSASSIN_RUN] = mmo.ANIM_ASSASSIN_RUN, -- 刺客跑步
- [mmo.ACTION_ASSASSIN_SNEAK] = mmo.ANIM_ASSASSIN_SNEAK, -- 刺客潜行
- [mmo.ACTION_ASSASSIN_SMITE] = mmo.ANIM_ASSASSIN_SMITE, -- 刺客重击
- [mmo.ACTION_ASSASSIN_SKILL] = mmo.ANIM_ASSASSIN_SKILL, -- 刺客施法
- [mmo.ACTION_ASSASSIN_SY] = mmo.ANIM_ASSASSIN_SY, -- 刺客霜月
- [mmo.ACTION_ASSASSIN_UNKNOWN] = mmo.ANIM_ASSASSIN_UNKNOWN, -- 刺客未知动作
- [mmo.ACTION_ASSASSIN_XFT] = mmo.ANIM_ASSASSIN_XFT, -- 旋风腿
- [mmo.ACTION_JY] = mmo.ANIM_JY, -- 箭雨1
- [mmo.ACTION_JY2] = mmo.ANIM_JY2, -- 箭雨2
- [mmo.ACTION_TSZ] = mmo.ANIM_TSZ, -- 推山掌
- [mmo.ACTION_XLFH] = mmo.ANIM_XLFH, -- 降龙伏虎
- }
- -- 自定义
- for i = mmo.ACTION_CUSTOM_MIN, mmo.ACTION_CUSTOM_MAX, 1 do
- mapActAnim[i] = mmo.ANIM_CUSTOM_MIN + (i - mmo.ACTION_CUSTOM_MIN)
- end
- local featureMapActAnic = {
- [mmo.P_F_MONSTER_EFF] = {
- [mmo.ANIM_IDLE] = mmo.ANIM_RIDE_IDLE,
- [mmo.ANIM_WALK] = mmo.ANIM_RIDE_WALK,
- [mmo.ANIM_RUN] = mmo.ANIM_RIDE_RUN,
- [mmo.ANIM_DIE] = mmo.ANIM_RIDE_DIE,
- [mmo.ACTION_ATTACK] = mmo.ANIM_RIDE_IDLE,
- [mmo.ACTION_SKILL] = mmo.ANIM_RIDE_IDLE,
- },
- [mmo.P_F_HAIR] = {
- [mmo.ANIM_IDLE] = mmo.ANIM_RIDE_IDLE,
- [mmo.ANIM_WALK] = mmo.ANIM_RIDE_WALK,
- [mmo.ANIM_RUN] = mmo.ANIM_RIDE_RUN,
- [mmo.ANIM_DIE] = mmo.ANIM_RIDE_DIE,
- [mmo.ANIM_ATTACK] = mmo.ANIM_RIDE_IDLE,
- [mmo.ANIM_SKILL] = mmo.ANIM_RIDE_IDLE,
- }
- }
- local actSpeedFunc = {
- [mmo.ANIM_ATTACK] = gameActorPlayer.GetAttackAnimSpeed,
- [mmo.ANIM_SKILL] = gameActorPlayer.GetMagicAnimSpeed,
- [mmo.ANIM_MINING] = gameActorPlayer.GetAttackAnimSpeed,
- [mmo.ANIM_YTPD] = gameActorPlayer.GetMagicAnimSpeed,
- [mmo.ANIM_ZXC] = gameActorPlayer.GetAttackAnimSpeed,
- [mmo.ANIM_SJS] = gameActorPlayer.GetAttackAnimSpeed,
- [mmo.ANIM_DYZ] = gameActorPlayer.GetAttackAnimSpeed,
- [mmo.ANIM_HSQJ] = gameActorPlayer.GetAttackAnimSpeed,
- [mmo.ANIM_FWJ] = gameActorPlayer.GetMagicAnimSpeed,
- [mmo.ANIM_JLB] = gameActorPlayer.GetMagicAnimSpeed,
- [mmo.ANIM_BTXD] = gameActorPlayer.GetMagicAnimSpeed,
- [mmo.ANIM_SLP] = gameActorPlayer.GetMagicAnimSpeed,
- [mmo.ANIM_HXJ] = gameActorPlayer.GetMagicAnimSpeed,
- [mmo.ANIM_BGZ] = gameActorPlayer.GetMagicAnimSpeed,
- [mmo.ANIM_SYZ] = gameActorPlayer.GetMagicAnimSpeed,
- [mmo.ANIM_WJGZ] = gameActorPlayer.GetMagicAnimSpeed,
- [mmo.ANIM_SITDOWN] = gameActorPlayer.GetAttackAnimSpeed,
- [mmo.ANIM_ASSASSIN_SMITE] = gameActorPlayer.GetAttackAnimSpeed, -- 刺客重击
- [mmo.ANIM_ASSASSIN_SKILL] = gameActorPlayer.GetAttackAnimSpeed, -- 刺客施法
- [mmo.ANIM_ASSASSIN_SY] = gameActorPlayer.GetAttackAnimSpeed, -- 刺客霜月
- [mmo.ANIM_ASSASSIN_UNKNOWN] = gameActorPlayer.GetAttackAnimSpeed, -- 刺客未知动作
- [mmo.ANIM_ASSASSIN_XFT] = gameActorPlayer.GetAttackAnimSpeed, -- 旋风腿
- [mmo.ANIM_JY] = gameActorPlayer.GetMagicAnimSpeed, -- 箭雨1
- [mmo.ANIM_JY2] = gameActorPlayer.GetMagicAnimSpeed, -- 箭雨2
- [mmo.ANIM_TSZ] = gameActorPlayer.GetAttackAnimSpeed, -- 推山掌
- [mmo.ANIM_XLFH] = gameActorPlayer.GetAttackAnimSpeed, -- 降龙伏虎
- }
- local configActSpeedFunc = {
- [mmo.ANIM_YTPD] = true,
- [mmo.ANIM_ZXC] = true,
- [mmo.ANIM_SJS] = true,
- [mmo.ANIM_DYZ] = true,
- [mmo.ANIM_HSQJ] = true,
- [mmo.ANIM_FWJ] = true,
- [mmo.ANIM_JLB] = true,
- [mmo.ANIM_BTXD] = true,
- [mmo.ANIM_SLP] = true,
- [mmo.ANIM_HXJ] = true,
- [mmo.ANIM_BGZ] = true,
- [mmo.ANIM_SYZ] = true,
- [mmo.ANIM_WJGZ] = true,
- [mmo.ANIM_ASSASSIN_SMITE] = true, -- 刺客重击
- [mmo.ANIM_ASSASSIN_SKILL] = true, -- 刺客施法
- [mmo.ANIM_ASSASSIN_SY] = true, -- 刺客霜月
- [mmo.ANIM_ASSASSIN_UNKNOWN] = true, -- 刺客未知动作
- [mmo.ANIM_ASSASSIN_XFT] = true, -- 旋风腿
- [mmo.ANIM_JY] = true, -- 箭雨1
- [mmo.ANIM_JY2] = true, -- 箭雨2
- [mmo.ANIM_TSZ] = true, -- 推山掌
- [mmo.ANIM_XLFH] = true, -- 降龙伏虎
- }
- -- 自定义
- for i = mmo.ANIM_CUSTOM_MIN, mmo.ANIM_CUSTOM_MAX, 1 do
- configActSpeedFunc[i] = true
- end
- local isStateInited = false
- local actState = {}
- function gameActorPlayer:getPlayerActionState(act)
- if act > mmo.ACTION_MAX then
- return nil
- end
- if not isStateInited then
- actState[mmo.ACTION_IDLE] = gameActorStatePlayerIdle.new()
- actState[mmo.ACTION_WALK] = gameActorStatePlayerWalk.new()
- actState[mmo.ACTION_RUN] = gameActorStatePlayerRun.new()
- actState[mmo.ACTION_ATTACK] = gameActorStatePlayerAttack.new()
- actState[mmo.ACTION_SKILL] = gameActorStatePlayerSkill.new()
- actState[mmo.ACTION_DIE] = gameActorStatePlayerDie.new()
- actState[mmo.ACTION_STUCK] = gameActorStatePlayerStuck.new()
- actState[mmo.ACTION_READY] = gameActorStatePlayerReady.new()
- actState[mmo.ACTION_MINING] = gameActorStatePlayerMining.new()
- actState[mmo.ACTION_SITDOWN] = gameActorStatePlayerSitdown.new()
- actState[mmo.ACTION_DEATH] = gameActorStatePlayerDie.new()
- actState[mmo.ACTION_TURN] = gameActorStatePlayerTurn.new()
- actState[mmo.ACTION_RIDE_RUN] = gameActorStatePlayerRideRun.new()
- actState[mmo.ACTION_DASH] = gameActorStatePlayerDash.new()
- actState[mmo.ACTION_ONPUSH] = gameActorStatePlayerOnPush.new()
- actState[mmo.ACTION_DASH_WAITING] = gameActorStatePlayerDashWaiting.new()
- actState[mmo.ACTION_TELEPORT] = gameActorStatePlayerTeleport.new()
- actState[mmo.ACTION_IDLE_LOCK] = gameActorStatePlayerIdleLock.new()
- actState[mmo.ACTION_YTPD] = gameActorStatePlayerYTPD.new()
- actState[mmo.ACTION_ZXC] = gameActorStatePlayerZXC.new()
- actState[mmo.ACTION_SJS] = gameActorStatePlayerSJS.new()
- actState[mmo.ACTION_DYZ] = gameActorStatePlayerDYZ.new()
- actState[mmo.ACTION_HSQJ] = gameActorStatePlayerHSQJ.new()
- actState[mmo.ACTION_FWJ] = gameActorStatePlayerFWJ.new()
- actState[mmo.ACTION_JLB] = gameActorStatePlayerJLB.new()
- actState[mmo.ACTION_BTXD] = gameActorStatePlayerBTXD.new()
- actState[mmo.ACTION_SLP] = gameActorStatePlayerSLP.new()
- actState[mmo.ACTION_HXJ] = gameActorStatePlayerHXJ.new()
- actState[mmo.ACTION_BGZ] = gameActorStatePlayerBGZ.new()
- actState[mmo.ACTION_SYZ] = gameActorStatePlayerSYZ.new()
- actState[mmo.ACTION_WJGZ] = gameActorStatePlayerWJGZ.new()
- actState[mmo.ACTION_DASH_FAIL] = gameActorStatePlayerDashFail.new()
- actState[mmo.ACTION_SBYS] = gameActorStatePlayerSBYS.new()
- actState[mmo.ACTION_ASSASSIN_RUN] = gameActorStatePlayerAssassinRun.new() -- 刺客跑步
- actState[mmo.ACTION_ASSASSIN_SNEAK] = gameActorStatePlayerAssassinSneak.new() -- 刺客潜行
- actState[mmo.ACTION_ASSASSIN_SMITE] = gameActorStatePlayerAssassinSmite.new() -- 刺客重击
- actState[mmo.ACTION_ASSASSIN_SKILL] = gameActorStatePlayerAssassinSkill.new() -- 刺客施法
- actState[mmo.ACTION_ASSASSIN_SY] = gameActorStatePlayerAssassinSY.new() -- 刺客霜月
- actState[mmo.ACTION_ASSASSIN_UNKNOWN] = gameActorStatePlayerAssassinUnknown.new() -- 刺客未知动作
- actState[mmo.ACTION_ASSASSIN_XFT] = gameActorStatePlayerAssassinXFT.new() -- 旋风腿
- actState[mmo.ACTION_JY] = gameActorStatePlayerJY.new() -- 箭雨1
- actState[mmo.ACTION_JY2] = gameActorStatePlayerJY2.new() -- 箭雨2
- actState[mmo.ACTION_TSZ] = gameActorStatePlayerTSZ.new() -- 推山掌
- actState[mmo.ACTION_XLFH] = gameActorStatePlayerXLFH.new() -- 降龙伏虎
- -- 自定义
- for i = mmo.ACTION_CUSTOM_MIN, mmo.ACTION_CUSTOM_MAX, 1 do
- actState[i] = gameActorStatePlayerCustom.new(i, i - mmo.ACTION_CUSTOM_MIN + mmo.ANIM_CUSTOM_MIN)
- end
- isStateInited = true
- end
- return actState[act]
- end
- function gameActorPlayer:ctor()
- gameActorPlayer.super.ctor(self)
- end
- function gameActorPlayer:init()
- gameActorPlayer.super.init(self)
- self.mCurrentState = self:getPlayerActionState( self.mAction )
- self.mIsArrived = true
- self.mIsConfirmed = true
- self.mActionHandler = nil
- self.mCurrentActT = 0
- self.mDashWaiting = false -- 野蛮等待
- self.mOnPushIdleT = 0 -- 被野蛮等待时间
- self.mAnimPrepare = 0.0
- self.mMoveOrient = cc.p( 0.0, 0.0 )
- self.mTargePos = cc.p( 0.0, 0.0 )
- self.mDistanceToTarget = 0.0
- self.mAnimAct = mmo.ANIM_IDLE
- self.mIsAnimNeedToUpdate = false
- self.mCurrPlayerAvatarNode = nil
- self.mAnimationWeapon = nil
- self.mAnimationShield = nil
- self.mAnimationWings = nil
- self.mAnimationHair = nil
- self.mAnimationMonster = nil
- self.mAnimationWeaponEff = nil
- self.mAnimationShieldEffect = nil
- self.mAnimationLeftWeapon = nil
- self.mAnimationLeftWeaponEff = nil
- self.mStopAnimFrameIndex = nil
- self.mAnimationElapsed = nil
- self.mFeatureDirty = false
- self.mFeature = {}
- self.mFeature[mmo.P_F_CLOTH] = actorFeatureID.new( -1 )
- self.mFeature[mmo.P_F_WEAPON] = actorFeatureID.new( -1 )
- self.mFeature[mmo.P_F_SHIELD] = actorFeatureID.new( -1 )
- self.mFeature[mmo.P_F_WINGS] = actorFeatureID.new( -1 )
- self.mFeature[mmo.P_F_HAIR] = actorFeatureID.new( -1 )
- self.mFeature[mmo.P_F_MONSTER] = actorFeatureID.new( -1 )
- self.mFeature[mmo.P_F_WEAPON_EFF] = actorFeatureID.new( -1 )
- self.mFeature[mmo.P_F_MONSTER_EFF] = actorFeatureID.new( -1 )
- self.mFeature[mmo.P_F_MONSTER_CLOTH] = actorFeatureID.new( -1 )
- self.mFeature[mmo.P_F_SHIELD_EFF] = actorFeatureID.new( -1 )
- self.mFeature[mmo.P_F_LEFT_WEAPON] = actorFeatureID.new( -1 )
- self.mFeature[mmo.P_F_LEFT_WEAPON_EFF] = actorFeatureID.new( -1 )
- self.mHP = 0
- self.mMaxHP = 0
- self.mMP = 0
- self.mMaxMP = 0
- self.mHUDUI = {}
- self.mForce = 0
- self.mMaxForce = 0
- self.mSex = mmo.ACTOR_PLAYER_SEX_F
- self.mJobID = mmo.ACTOR_PLAYER_JOB_FIGHTER
- self.mLevel = 0
- self.mTeamState = 0
- self.isOffLine = nil
- self.mNearShow = 0
- self.mAttacked = false -- 是否被攻击过 没被攻击过 刚刚进视野要是满血状态 2021-11-6 文华提的需求
- self.mMouleHorse = nil -- 坐骑状态区分(0:单人 1:双人 2:连体)
- self.mMoveEff = nil -- 移动足迹特效
- self.mMoveEffSkip = nil -- 移动足迹特效跳过一步走
- self.mIsSkip = nil -- 移动足迹特效 是否跳过一步(0:跳过 1:不跳过)
- self.mDearID = "" -- 夫妻ID
- self.mSiTuID = "" -- 师徒ID
- self.mReLevel = 0 -- 转生颜色变色,转生等级
- self.mReLvRadom = nil -- 转生颜色变色,取actor的ID的后5位数值用作随机数
- self.mReLvTimeCount= -1 -- 转生颜色变色,记录间隔时间
- self.mHateID = nil -- 仇恨
- end
- function gameActorPlayer:destory()
- gameActorPlayer.super.destory(self)
-
- -- remove hud
- global.HUDManager:RemoveActorAllHUD( self.mID )
- end
- function gameActorPlayer:Tick(dt)
- gameActorPlayer.super.Tick(self, dt)
-
- if not self.skipOneTick then
- self.mCurrentState:Tick( dt, self )
- else
- self.skipOneTick = nil
- end
- if self.mFeatureDirty then
- self.mFeatureDirty = false
- self:checkFeature()
- end
- if self.mIsAnimNeedToUpdate then
- self:updateAnimation()
- self.mIsAnimNeedToUpdate = false
- end
- if self.mReLevel > 0 and actorUtils.actorIsReLvChange() then
- if not self.mReLvRadom then
- self.mReLvRadom = tonumber( string.sub(self:GetID() or "", -6) )
- end
-
- if actorUtils.actorReLvChange(self, self.mReLvRadom, self.mReLvTimeCount) then
- self.mReLvTimeCount = 0
- end
- self.mReLvTimeCount = self.mReLvTimeCount + dt
- end
- end
- function gameActorPlayer:setPosition(x, y)
- gameActorPlayer.super.setPosition(self, x, y)
- -- refresh zOrder
- if self.mAction == mmo.ACTION_DIE then
- self:GetNode():setLocalZOrder( -(y) + self:GetAdditionZorder() + mmo.DieAddZorder )
- else
- self:GetNode():setLocalZOrder( -(y) + self:GetAdditionZorder())
- end
- -- update hud pos
- local hudTop = self:GetHUDTop()
- global.HUDManager:setPosition( self.mID, x, y + hudTop )
- -- update buff pos
- global.BuffManager:setPosition(self:GetID(), x, y)
- global.ActorEffectManager:setPosition(self:GetID(), x, y)
- --update light pos
- local light = self:GetLightID()
- if light then
- global.darkNodeManager:updateNode(light, {x = x, y = y, offset = cc.p(0, global.MMO.PLAYER_AVATAR_OFFSET.y)})
- end
- end
- function gameActorPlayer:SetMoveTo( pos )
- self.mMoveTo = pos
- end
- function gameActorPlayer:SetAction(newAction, isTerminate)
- if not isTerminate then isTerminate = false end
- local stateNew = self:getPlayerActionState( newAction )
- local stateOld = self.mCurrentState
- local oldAction = self.mAction
- if self.mCurrentState:ChangeState( stateNew, self, isTerminate ) then
- if 0 ~= stateOld then
- stateOld:OnExit( self )
- end
- self.mAction = newAction
- if 0 ~= stateNew then
- stateNew:OnEnter( self )
- end
- if (isTerminate or oldAction ~= newAction) and self:GetAnimPrepare() <= 0 then
- local actAnim = self:GetValueByKey("IS_MON_AVATAR_ONLY_WALK") and mapActAnimBuff[newAction] or (walkOnly and not (self:IsHumanoid() or self:IsHero())) and mapActAnim_WalkOnly[newAction] or mapActAnim[newAction]
- self:SetAnimAct( actAnim )
- --
- if stateNew ~= mmo.ACTION_IDLE then
- self.skipOneTick = true
- end
- end
- end
- end
- function gameActorPlayer:SetAnimAct(newAnim)
- if self.mAnimAct ~= newAnim then
- self.mAnimAct = newAnim
- -- in die anim, zOrder is lowest
- if newAnim == mmo.ANIM_DIE then
- self:GetNode():setLocalZOrder( -self:getPosition().y + self:GetAdditionZorder() + mmo.DieAddZorder )
- end
- end
- end
- function gameActorPlayer:SetHPHUD(HP, maxHP)
- local preHp = self.mHP
-
- self:SetHP(HP)
- self:SetMaxHP(maxHP)
- self:SetKeyValue(mmo.HUD_Hp_Full, self.mHP >= self.mMaxHP and self.mMaxHP > 0)
- self:SetKeyValue(mmo.HUD_Hp_Null, self.mHP < 1 or self.mMaxHP < 1)
-
- local bar = self.mHUDUI[mmo.HUDHPUI_BAR]
- if not bar then
- return false
- end
- if preHp > HP then
- self:SetKeyValue(mmo.HUD_BAR_SHOW_FULL_HP, true)
- end
- local hpPerc = HP / maxHP
- if global.ConstantConfig.showFewHp == 1 and not self:GetValueByKey(mmo.HUD_BAR_SHOW_FULL_HP) then
- local HeroPropertyProxy = global.Facade:retrieveProxy(global.ProxyTable.HeroPropertyProxy)
- local heroActor = HeroPropertyProxy:GetHeroActor()
- local mainPlayer = global.gamePlayerController:GetMainPlayer()
- if self ~= heroActor and self ~= mainPlayer then
- hpPerc = 1
- end
- end
- global.HUDManager:SetHUDBarPercent( bar, hpPerc )
- optionsUtils:InitHUDVisibleValue(self, mmo.HUD_HPBAR_VISIBLE)
- optionsUtils:InitHUDVisibleValue(self, mmo.HUD_HMPLabel_VISIBLE)
- optionsUtils:CheckHUDHpBarVisible(self)
- global.HUDHPManager:Update(self)
- end
- function gameActorPlayer:SetShieldHUD(MP, maxMP)
- self:SetMP( MP )
- self:SetMaxMP( maxMP )
- if maxMP < 1 then
- return false
- end
- if not self.mHUDUI[mmo.HUDMPUI_BAR] then
- return false
- end
- local bar = self.mHUDUI[mmo.HUDMPUI_BAR]
- local percent = MP / maxMP
- global.HUDManager:SetHUDBarPercent( bar, percent )
- optionsUtils:InitHUDVisibleValue(self, mmo.HUD_MPBAR_VISIBLE)
- optionsUtils:CheckHUDMpBarVisible(self)
- end
- function gameActorPlayer:SetHP(HP)
- self.mHP = HP or 0
- end
- function gameActorPlayer:SetMaxHP(maxHP)
- self.mMaxHP = maxHP or 0
- end
- function gameActorPlayer:GetHP()
- return self.mHP
- end
- function gameActorPlayer:GetMaxHP()
- return self.mMaxHP
- end
- function gameActorPlayer:SetMP(MP)
- self.mMP = MP or 0
- end
- function gameActorPlayer:GetMP()
- return self.mMP
- end
- function gameActorPlayer:SetMaxMP(maxMP)
- self.mMaxMP = maxMP or 0
- end
- function gameActorPlayer:GetMaxMP()
- return self.mMaxMP
- end
- -- 内力值
- function gameActorPlayer:SetForce(value)
- self.mForce = value
- end
- function gameActorPlayer:GetForce()
- return self.mForce
- end
- function gameActorPlayer:SetMaxForce(value)
- self.mMaxForce = value
- end
- function gameActorPlayer:GetMaxForce()
- return self.mMaxForce
- end
- function gameActorPlayer:SetNGHUD(force, maxForce)
- self:SetForce(force)
- self:SetMaxForce(maxForce)
- if not maxForce or maxForce <= 0 then
- return nil
- end
- if not self.mHUDUI[global.MMO.HUDNGUI_BAR] then
- return
- end
- local bar = self.mHUDUI[mmo.HUDNGUI_BAR]
- local percent = force / maxForce
- global.HUDManager:SetHUDBarPercent( bar, percent )
- optionsUtils:InitHUDVisibleValue(self, mmo.HUD_NGBAR_VISIBLE)
- optionsUtils:CheckHUDNGBarVisible(self)
- end
- function gameActorPlayer:InitParam()
- self.mCurrActorNode = cc.Node:create()
- self.mCurrPlayerAvatarNode = cc.Node:create()
- self.mCurrActorNode:addChild( self.mCurrPlayerAvatarNode )
- self.mCurrPlayerAvatarNode:setTag( mmo.PLAYER_AVATAR_TAG )
- self.mCurrPlayerAvatarNode:setCascadeColorEnabled( true )
- self.mCurrPlayerAvatarNode:setCascadeOpacityEnabled( true )
- self.mCurrPlayerAvatarNode:setPosition( mmo.PLAYER_AVATAR_OFFSET )
- self.mCurrMountNode = cc.Node:create()
- self.mCurrActorNode:addChild(self.mCurrMountNode)
- self.mCurrMountNode:setTag(mmo.PLAYER_MOUNT_TAG)
- self.mCurrMountNode:setPosition(mmo.PLAYER_AVATAR_OFFSET)
- return 1
- end
- function gameActorPlayer:animDisplay( anim, isParentzOrer, act, dir, isLoop, zOrder, visible )
- if not anim then
- return
- end
- if isParentzOrer then
- local parent = anim:getParent()
- if parent then
- parent:setLocalZOrder( zOrder )
- end
- else
- anim:setLocalZOrder( zOrder )
- end
- anim:setVisible( visible )
- if visible then
- local speed = 1
- local needStop = true
- if act == mmo.ANIM_IDLE then
- needStop = false
- elseif act == mmo.ANIM_WALK or act == mmo.ANIM_ASSASSIN_SNEAK then
- speed = self:GetWalkSpeed()
- -- needStop = false
- elseif act == mmo.ANIM_RUN or act == mmo.ANIM_ASSASSIN_RUN then
- local isWalkOnly = walkOnly or self:GetValueByKey("IS_MON_AVATAR_ONLY_WALK") or false
- local runOneSpeed = self:GetValueByKey(global.MMO.IS_RUN_ONE) and 2 or 1
- speed = (isWalkOnly and runOneSpeed == 1 and not (self:IsHumanoid() or self:IsHero())) and self:GetWalkSpeed() / 2 or self:GetRunSpeed() / runOneSpeed
- needStop = ((not isWalkOnly and runOneSpeed == 1) or (self:IsHumanoid() or self:IsHero()))
- elseif configActSpeedFunc[act] then
- local SkillPoxy = global.Facade:retrieveProxy(global.ProxyTable.Skill)
- local actoionSpeed = SkillPoxy:GetSkillActionSpeed(act)
- if actoionSpeed == 0 then
- speed = self:GetAttackAnimSpeed()
- elseif actoionSpeed == 1 then
- speed = self:GetMagicAnimSpeed()
- elseif actSpeedFunc[act] then
- local getSpeedFunc = actSpeedFunc[act]
- speed = getSpeedFunc(self)
- end
- elseif actSpeedFunc[act] then
- local getSpeedFunc = actSpeedFunc[act]
- speed = getSpeedFunc(self)
- end
- if needStop then
- anim:Stop()
- end
- anim:SyncElapsed( self.mAnimationElapsed )
- anim:Play( act, dir, isLoop, speed )
- else
- anim:Stop()
- end
- end
- function gameActorPlayer:stopAnimToFrame( frameIndex )
- self.mStopAnimFrameIndex = frameIndex
- end
- function gameActorPlayer:StopAllAnimation( frameIndex )
- local isForceLastFrame = frameIndex == 6
- if self.mAnimation then
- self.mAnimation:Stop( frameIndex, self.mAnimAct, self.mOrient, isForceLastFrame )
- end
- if self.mAnimationWeapon then
- self.mAnimationWeapon:Stop( frameIndex, self.mAnimAct, self.mOrientx, isForceLastFrame )
- end
- if self.mAnimationShield then
- self.mAnimationShield:Stop( frameIndex, self.mAnimAct, self.mOrient, isForceLastFrame )
- end
- if self.mAnimationWings then
- self.mAnimationWings:Stop( frameIndex, self.mAnimAct, self.mOrient, isForceLastFrame )
- end
- if self.mAnimationHair then
- self.mAnimationHair:Stop( frameIndex, self.mAnimAct, self.mOrient, isForceLastFrame )
- end
-
- if self.mAnimationMonster then
- self.mAnimationMonster:Stop( frameIndex, self.mAnimAct, self.mOrient, isForceLastFrame )
- end
-
- if self.mAnimationWeaponEff then
- self.mAnimationWeaponEff:Stop( frameIndex, self.mAnimAct, self.mOrient, isForceLastFrame )
- end
- if self.mAnimationShieldEffect then
- self.mAnimationShieldEffect:Stop( frameIndex, self.mAnimAct, self.mOrient, isForceLastFrame )
- end
- if self.mAnimationLeftWeapon then
- self.mAnimationLeftWeapon:Stop( frameIndex, self.mAnimAct, self.mOrientx, isForceLastFrame )
- end
- if self.mAnimationLeftWeaponEff then
- self.mAnimationLeftWeaponEff:Stop( frameIndex, self.mAnimAct, self.mOrientx, isForceLastFrame )
- end
- end
- function gameActorPlayer:updateAnimation()
- -- render order by act
- local renderOrder = actorUtils.PlayerRenderOrder[self.mAnimAct]
- if nil == renderOrder then
- renderOrder = actorUtils.PlayerRenderOrder[mmo.ANIM_IDLE]
- end
- local isLoop = self.mAnimAct == mmo.ANIM_IDLE or self.mAnimAct == mmo.ANIM_WALK or self.mAnimAct == mmo.ANIM_RUN
- local showMonster = self.mAnimationMonster ~= nil
- local showCloth = not showMonster
- local showWeapon = not showMonster
- local showShield = not showMonster
- local showWings = not showMonster
- local showHair = not showMonster
- local showMonsterCloth = showMonster
- local showMapActAnic = false
- if self:GetHorseMasterID() then
- showMapActAnic = true
- if self:IsDoubleHorse() or self:IsBodyHorse() then
- showMonsterCloth = false
- else
- showHair = horseHair
- end
- end
- local newOrient = self.mOrient
- local weaponID = self:GetAnimationWeaponID()
- local renderWeaponOrder = actorUtils.PlayerWeaponRenderOrder
- if weaponID and renderWeaponOrder and renderWeaponOrder[weaponID*100+self.mAnimAct] then
- if renderWeaponOrder[weaponID*100+self.mAnimAct][newOrient+1] then
- renderOrder = renderWeaponOrder[weaponID*100+self.mAnimAct]
- end
- end
-
- -- cloth
- self:animDisplay( self.mAnimation, true, self.mAnimAct, self.mOrient, isLoop, renderOrder[newOrient+1][2], showCloth )
- -- weapon
- self:animDisplay( self.mAnimationWeapon, true, self.mAnimAct, self.mOrient, isLoop, renderOrder[newOrient+1][1], showWeapon )
- -- shield
- self:animDisplay( self.mAnimationShield, true, self.mAnimAct, self.mOrient, isLoop, renderOrder[newOrient+1][4], showShield )
- -- wings
- self:animDisplay( self.mAnimationWings, true, self.mAnimAct, self.mOrient, isLoop, renderOrder[newOrient+1][3], showWings )
- -- hair
- self:animDisplay( self.mAnimationHair, true, showMapActAnic and featureMapActAnic[mmo.P_F_HAIR][self.mAnimAct] or self.mAnimAct, self.mOrient, isLoop, renderOrder[newOrient+1][5], showHair )
- -- monster
- self:animDisplay( self.mAnimationMonster, true, self.mAnimAct, self.mOrient, isLoop, renderOrder[newOrient+1][2], showMonster )
- --weaponEffect
- self:animDisplay( self.mAnimationWeaponEff, true, self.mAnimAct, self.mOrient, isLoop, renderOrder[newOrient+1][1], showWeapon )
- --monsterEffect
- self:animDisplay( self.mAnimationMonsterEff, true, self.mAnimAct, self.mOrient, isLoop, renderOrder[newOrient+1][2]+1, showMonster )
- --moster cloth
- self:animDisplay( self.mAnimationMonsterCloth, true, showMapActAnic and featureMapActAnic[mmo.P_F_MONSTER_EFF][self.mAnimAct] or self.mAnimAct, self.mOrient, isLoop, renderOrder[newOrient+1][2], showMonsterCloth )
- --shield effect
- self:animDisplay( self.mAnimationShieldEffect, true, self.mAnimAct, self.mOrient, isLoop, renderOrder[newOrient+1][4], showShield )
- --left weapon
- self:animDisplay( self.mAnimationLeftWeapon, true, self.mAnimAct, self.mOrient, isLoop, renderOrder[newOrient+1][6], showWeapon )
- --left weaponEffect
- self:animDisplay( self.mAnimationLeftWeaponEff, true, self.mAnimAct, self.mOrient, isLoop, renderOrder[newOrient+1][6], showWeapon )
- -- stop
- if self.mStopAnimFrameIndex then
- self:StopAllAnimation( self.mStopAnimFrameIndex )
- end
- --
- global.Facade:sendNotification(global.NoticeTable.ActorBuffPresentUpdate, self:GetID())
- self.mAnimationElapsed = nil
- end
- function gameActorPlayer:onSequAnimLoadCompleted(animType, playerID, animID, seqAnim)
- if animType == mmo.SFANIM_TYPE_PLAYER or --replay animation to make sure animations are synchronous
- animType == mmo.SFANIM_TYPE_WEAPON or
- animType == mmo.SFANIM_TYPE_SHIELD or
- animType == mmo.SFANIM_TYPE_WINGS then
- local player = global.actorManager:GetActor(playerID)
- if nil == player then
- return
- end
- -- refresh HUD TOP
- if mmo.SFANIM_TYPE_PLAYER == animType then
- local pos = cc.p( player:getPosition() )
- player:setPosition( pos.x, pos.y )
- end
- end
- end
- function gameActorPlayer:IsCloaking()
- return (self.mCover[2] == true)
- end
- function gameActorPlayer:setCloaking(isCloaking, index)
- -- 隐身术
- self.mCover[index] = isCloaking
- self:CalcCover()
- end
- function gameActorPlayer:CalcCover()
- local isInCover = false
- for k, v in pairs(self.mCover) do
- if v then
- isInCover = true
- break
- end
- end
- local opacityV = ( isInCover ) and 155 or 255
- self.mCurrPlayerAvatarNode:setOpacity( opacityV )
- end
- function gameActorPlayer:SetLevel(level)
- self.mLevel = level
- end
- function gameActorPlayer:createAnim( ID, animType, lastAnim, tag, parentNode )
- local function addTexture(animID, seqAnim)
- self:onSequAnimLoadCompleted( animType, self:GetID(), animID, seqAnim )
- end
- local newAnim = nil
- if ID and ID > 0 then
- if lastAnim then
- if animType == mmo.SFANIM_TYPE_PLAYER then
- local sex = self:GetValueByKey( mmo.BUFF_PLAYER_AVATAR_SEX ) or self.mSex
- newAnim = global.FrameAnimManager:ResetActorPlayerAnim(lastAnim, ID, sex, self.mAnimAct, addTexture)
- elseif animType == mmo.SFANIM_TYPE_WEAPON then
- newAnim = global.FrameAnimManager:ResetActorPlayerWeaponAnim(lastAnim, ID, self.mSex, self.mAnimAct, addTexture)
- elseif animType == mmo.SFANIM_TYPE_SHIELD then
- newAnim = global.FrameAnimManager:ResetActorPlayerShieldAnim(lastAnim, ID, mmo.ACTOR_PLAYER_SEX_M, self.mAnimAct, addTexture)
- elseif animType == mmo.SFANIM_TYPE_WINGS then
- newAnim = global.FrameAnimManager:ResetActorPlayerWingsAnim(lastAnim, ID, self.mSex, self.mAnimAct, addTexture)
- elseif animType == mmo.SFANIM_TYPE_HAIR then
- newAnim = global.FrameAnimManager:ResetActorPlayerHairAnim(lastAnim, ID, self.mSex, self.mAnimAct, addTexture)
- elseif animType == mmo.SFANIM_TYPE_MONSTER then
- local sex = self:GetValueByKey(global.MMO.HORSE_SEX)
- newAnim = global.FrameAnimManager:ResetActorMonsterAnim(lastAnim, ID, self.mAnimAct, addTexture,sex)
- end
- else
- if animType == mmo.SFANIM_TYPE_PLAYER then
- local sex = self:GetValueByKey( mmo.BUFF_PLAYER_AVATAR_SEX ) or self.mSex
- newAnim = global.FrameAnimManager:CreateActorPlayerAnim(ID, sex, self.mAnimAct, addTexture)
- elseif animType == mmo.SFANIM_TYPE_WEAPON then
- newAnim = global.FrameAnimManager:CreateActorPlayerWeaponAnim(ID, self.mSex, self.mAnimAct, addTexture)
- elseif animType == mmo.SFANIM_TYPE_SHIELD then
- newAnim = global.FrameAnimManager:CreateActorPlayerShieldAnim(ID, mmo.ACTOR_PLAYER_SEX_M, self.mAnimAct, addTexture)
- elseif animType == mmo.SFANIM_TYPE_WINGS then
- newAnim = global.FrameAnimManager:CreateActorPlayerWingsAnim(ID, self.mSex, self.mAnimAct, addTexture)
- elseif animType == mmo.SFANIM_TYPE_HAIR then
- newAnim = global.FrameAnimManager:CreateActorPlayerHairAnim(ID, self.mSex, self.mAnimAct, addTexture)
- elseif animType == mmo.SFANIM_TYPE_MONSTER then
- local sex = self:GetValueByKey(global.MMO.HORSE_SEX)
- newAnim = global.FrameAnimManager:CreateActorMonsterAnim(ID, self.mAnimAct, addTexture, sex)
- end
- end
- end
- if newAnim then
- newAnim:Stop()
- end
- if not lastAnim and newAnim then
- if nil == tag then
- tag = 0
- end
- if nil == parentNode then
- parentNode = self:checkAndCreateAvatarNode( self.mCurrPlayerAvatarNode, tag )
- end
- parentNode:addChild( newAnim, 0, tag )
- end
- if lastAnim and not newAnim then
- lastAnim:removeFromParent()
- end
- self:dirtyAnimFlag()
- return newAnim
- end
- function gameActorPlayer:updateCloth(ID)
- if 0 == ID then
- local jobData = SL:GetMetaValue("GAME_DATA", "MultipleJobSetMap")[self.mJobID]
- local isOpenJob = jobData and jobData.isOpen
- ID = isOpenJob and jobData.clothFeatureShowID or 9999
- end
- self.mAnimation = self:createAnim( ID, mmo.SFANIM_TYPE_PLAYER, self.mAnimation, mmo.PLAYER_BODY_TAG )
- end
- function gameActorPlayer:updateWeapon(ID)
- if ID == 9999 then
- ID = nil
- end
- self.mAnimationWeapon = self:createAnim( ID, mmo.SFANIM_TYPE_WEAPON, self.mAnimationWeapon, mmo.PLAYER_WEAPON_TAG )
- end
- function gameActorPlayer:updateLeftWeapon(ID)
- if ID == 9999 then
- ID = nil
- end
- self.mAnimationLeftWeapon = self:createAnim( ID, mmo.SFANIM_TYPE_WEAPON, self.mAnimationLeftWeapon, mmo.PLAYER_LEFT_WEAPON_TAG )
- end
- function gameActorPlayer:updateShield(ID)
- if ID == 9999 then
- ID = nil
- end
- self.mAnimationShield = self:createAnim( ID, mmo.SFANIM_TYPE_SHIELD, self.mAnimationShield, mmo.PLAYER_SHIELD_TAG )
- end
- function gameActorPlayer:updateWings(ID)
- if ID == 9999 then
- ID = nil
- end
- self.mAnimationWings = self:createAnim( ID, mmo.SFANIM_TYPE_WINGS, self.mAnimationWings, mmo.PLAYER_WINGS_TAG )
- end
- function gameActorPlayer:updateHair(ID)
- if 0 == ID then
- ID = 9999
- end
- self.mAnimationHair = self:createAnim( ID, mmo.SFANIM_TYPE_HAIR, self.mAnimationHair, mmo.PLAYER_HAIR_TAG )
- end
- function gameActorPlayer:updateMonster(ID)
- local animType = self:GetValueByKey( mmo.BUFF_PLAYER_AVATAR_SEX ) and mmo.SFANIM_TYPE_PLAYER or mmo.SFANIM_TYPE_MONSTER
- self.mAnimationMonster = self:createAnim( ID, animType, self.mAnimationMonster, mmo.PLAYER_MONSTER_TAG )
- end
- function gameActorPlayer:updateWeaponEffect(ID)
- if ID == 9999 then
- ID = nil
- end
- self.mAnimationWeaponEff = self:createAnim( ID, mmo.SFANIM_TYPE_WEAPON, self.mAnimationWeaponEff, mmo.PLAYER_WEAPON_EFF_TAG )
- end
- function gameActorPlayer:updateLeftWeaponEffect(ID)
- if ID == 9999 then
- ID = nil
- end
- self.mAnimationLeftWeaponEff = self:createAnim( ID, mmo.SFANIM_TYPE_WEAPON, self.mAnimationLeftWeaponEff, mmo.PLAYER_LEFT_WEAPON_EFF_TAG )
- end
- function gameActorPlayer:updateMonsterEffect(ID)
- self.mAnimationMonsterEff = self:createAnim( ID, mmo.SFANIM_TYPE_MONSTER, self.mAnimationMonsterEff, mmo.PLAYER_MONSTER_EFF_TAG )
- end
- function gameActorPlayer:updateMonsterCloth(ID)
- self.mAnimationMonsterCloth = self:createAnim( ID, mmo.SFANIM_TYPE_PLAYER, self.mAnimationMonsterCloth, mmo.PLAYER_MONSTER_CLOTH_TAG )
- end
- function gameActorPlayer:updateShieldEffect(ID)
- if ID == 9999 then
- ID = nil
- end
- self.mAnimationShieldEffect = self:createAnim( ID, mmo.SFANIM_TYPE_SHIELD, self.mAnimationShieldEffect, mmo.PLAYER_SHIELD_TAG )
- end
- function gameActorPlayer:dirtyFeature()
- self.mFeatureDirty = true
- end
- function gameActorPlayer:checkFeature()
- self.mAnimationElapsed = self.mAnimation and self.mAnimation:GetElapsed() or nil
- local mFe = nil
- local needUpdate = false
- for i = 1, mmo.P_F_MAX do
- mFe = self.mFeature[i]
- if mFe:isDirty() then
- if i == mmo.P_F_CLOTH then
- self:updateCloth( mFe:getFeatureID() )
- elseif i == mmo.P_F_WEAPON then
- self:updateWeapon( mFe:getFeatureID() )
- elseif i == mmo.P_F_SHIELD then
- self:updateShield( mFe:getFeatureID() )
- elseif i == mmo.P_F_WINGS then
- self:updateWings( mFe:getFeatureID() )
- elseif i == mmo.P_F_HAIR then
- self:updateHair( mFe:getShowID() == 9999 and self.mHiarID or mFe:getFeatureID() )
- elseif i == mmo.P_F_MONSTER then
- self:updateMonster( mFe:getFeatureID() )
- elseif i == mmo.P_F_WEAPON_EFF then
- self:updateWeaponEffect( mFe:getFeatureID() )
- elseif i == mmo.P_F_MONSTER_EFF then
- self:updateMonsterEffect( mFe:getFeatureID() )
- elseif i == mmo.P_F_MONSTER_CLOTH then
- self:updateMonsterCloth( mFe:getFeatureID() )
- elseif i == mmo.P_F_SHIELD_EFF then
- self:updateShieldEffect( mFe:getFeatureID())
- elseif i == mmo.P_F_LEFT_WEAPON then
- self:updateLeftWeapon( mFe:getFeatureID() )
- elseif i == mmo.P_F_LEFT_WEAPON_EFF then
- self:updateLeftWeaponEffect( mFe:getFeatureID() )
- end
- mFe:setDirty( false )
- needUpdate = true
- end
- end
- self.mAnimationElapsed = needUpdate == true and self.mAnimationElapsed or nil
- end
- function gameActorPlayer:GetType()
- return mmo.ACTOR_PLAYER
- end
- function gameActorPlayer:GetAvatarNode()
- return self.mCurrPlayerAvatarNode
- end
- function gameActorPlayer:GetAnimationID()
- return self.mFeature[mmo.P_F_CLOTH]:getFeatureID()
- end
- function gameActorPlayer:GetAnimationWeapon()
- return self.mAnimationWeapon
- end
- function gameActorPlayer:GetAnimationWeaponID()
- return self.mFeature[mmo.P_F_WEAPON]:getFeatureID()
- end
- function gameActorPlayer:GetAnimationWeaponEff()
- return self.mAnimationWeaponEff
- end
- function gameActorPlayer:GetAnimationLeftWeapon()
- return self.mAnimationLeftWeapon
- end
- function gameActorPlayer:GetAnimationLeftWeaponID()
- return self.mFeature[mmo.P_F_LEFT_WEAPON]:getFeatureID()
- end
- function gameActorPlayer:GetAnimationLeftWeaponEff()
- return self.mAnimationLeftWeaponEff
- end
- function gameActorPlayer:GetAnimationShield()
- return self.mAnimationShield
- end
- function gameActorPlayer:GetAnimationShieldID()
- return self.mFeature[mmo.P_F_SHIELD]:getFeatureID()
- end
- function gameActorPlayer:GetAnimationShieldEff()
- return self.mAnimationShieldEffect
- end
- function gameActorPlayer:GetAnimationWings()
- return self.mAnimationWings
- end
- function gameActorPlayer:GetAnimationWingsID()
- return self.mFeature[mmo.P_F_WINGS]:getFeatureID()
- end
- function gameActorPlayer:GetAnimationMonster()
- return self.mAnimationMonster
- end
- function gameActorPlayer:GetAnimationHair()
- return self.mAnimationHair
- end
- function gameActorPlayer:GetAnimationHairID()
- return self.mFeature[mmo.P_F_HAIR]:getFeatureID()
- end
- function gameActorPlayer:GetAnimationMount()
- return nil
- end
- function gameActorPlayer:GetAnimAct()
- return self.mAnimAct
- end
- -- 前摇,暂不影响任何动作(仅仅为了表现)
- function gameActorPlayer:GetAnimPrepare()
- return self.mAnimPrepare
- end
- function gameActorPlayer:SetAnimPrepare(t)
- self.mAnimPrepare = t
- end
- function gameActorPlayer:GetDashWaiting()
- return self.mDashWaiting
- end
- function gameActorPlayer:SetDashWaiting(b)
- self.mDashWaiting = b
- end
- function gameActorPlayer:IsStallStatus()
- return self:GetSellStatus() == 1
- end
- function gameActorPlayer:SetSellStatus(status)
- self.mSellStatus = status
- end
- function gameActorPlayer:GetSellStatus()
- return self.mSellStatus
- end
- function gameActorPlayer:SetStallName(name)
- self.mStallName = name
- end
- function gameActorPlayer:GetStallName()
- return self.mStallName
- end
- function gameActorPlayer:SetIsOffLine(state)
- self.isOffLine = state
- end
- function gameActorPlayer:GetIsOffLine()
- return self.isOffLine == 1
- end
- function gameActorPlayer:SetGameActorActionHandler(handler)
- self.mActionHandler = handler
- end
- function gameActorPlayer:GetGameActorActionHandler()
- return self.mActionHandler
- end
- function gameActorPlayer:SetTeamState(state)
- self.mTeamState = state
- end
- function gameActorPlayer:GetTeamState()
- return self.mTeamState
- end
- function gameActorPlayer:SetClothID(id)
- return self.mFeature[mmo.P_F_CLOTH]:setID( id )
- end
- function gameActorPlayer:GetClothID()
- return self.mFeature[mmo.P_F_CLOTH]:getID()
- end
- function gameActorPlayer:SetShowClothID(id)
- return self.mFeature[mmo.P_F_CLOTH]:setShowID( id )
- end
- function gameActorPlayer:GetShowClothID()
- return self.mFeature[mmo.P_F_CLOTH]:getShowID()
- end
- function gameActorPlayer:dirtyCloth()
- self.mFeature[mmo.P_F_CLOTH]:setDirty(true)
- end
- function gameActorPlayer:SetWeaponID(id)
- return self.mFeature[mmo.P_F_WEAPON]:setID( id )
- end
- function gameActorPlayer:GetWeaponID()
- return self.mFeature[mmo.P_F_WEAPON]:getID()
- end
- function gameActorPlayer:SetShowWeaponID(id)
- return self.mFeature[mmo.P_F_WEAPON]:setShowID( id )
- end
- function gameActorPlayer:GetShowWeaponID()
- return self.mFeature[mmo.P_F_WEAPON]:getShowID()
- end
- function gameActorPlayer:SetLeftWeaponID(id)
- return self.mFeature[mmo.P_F_LEFT_WEAPON]:setID( id )
- end
- function gameActorPlayer:GetLeftWeaponID()
- return self.mFeature[mmo.P_F_LEFT_WEAPON]:getID()
- end
- function gameActorPlayer:SetShowLeftWeaponID(id)
- return self.mFeature[mmo.P_F_LEFT_WEAPON]:setShowID( id )
- end
- function gameActorPlayer:GetShowLeftWeaponID()
- return self.mFeature[mmo.P_F_LEFT_WEAPON]:getShowID()
- end
- function gameActorPlayer:SetShieldID(id)
- return self.mFeature[mmo.P_F_SHIELD]:setID( id )
- end
- function gameActorPlayer:GetShieldID()
- return self.mFeature[mmo.P_F_SHIELD]:getID()
- end
- function gameActorPlayer:SetShowShieldID(id)
- return self.mFeature[mmo.P_F_SHIELD]:setShowID(id)
- end
- function gameActorPlayer:GetShowShieldID()
- return self.mFeature[mmo.P_F_SHIELD]:getShowID()
- end
- function gameActorPlayer:SetWingsID(id)
- return self.mFeature[mmo.P_F_WINGS]:setID( id )
- end
- function gameActorPlayer:GetWingsID()
- return self.mFeature[mmo.P_F_WINGS]:getID()
- end
- function gameActorPlayer:SetShowWingsID(id)
- return self.mFeature[mmo.P_F_WINGS]:setShowID( id )
- end
- function gameActorPlayer:GetShowWingsID()
- return self.mFeature[mmo.P_F_WINGS]:getShowID()
- end
- function gameActorPlayer:SetRealHairID(id)
- self.mHiarID = id
- end
- function gameActorPlayer:SetHairID(id)
- return self.mFeature[mmo.P_F_HAIR]:setID( id )
- end
- function gameActorPlayer:GetHairID()
- return self.mFeature[mmo.P_F_HAIR]:getID()
- end
- function gameActorPlayer:SetShowHairID(id)
- return self.mFeature[mmo.P_F_HAIR]:setShowID( id )
- end
- function gameActorPlayer:GetShowHairID()
- return self.mFeature[mmo.P_F_HAIR]:getShowID()
- end
- function gameActorPlayer:dirtyHair()
- self.mFeature[mmo.P_F_HAIR]:setDirty(true)
- end
- function gameActorPlayer:SetMonsterFeatureID(id)
- return self.mFeature[mmo.P_F_MONSTER]:setID( id )
- end
- function gameActorPlayer:GetMonsterFeatureID()
- return self.mFeature[mmo.P_F_MONSTER]:getID()
- end
- function gameActorPlayer:SetWeaponEffectID(id)
- return self.mFeature[mmo.P_F_WEAPON_EFF]:setID( id )
- end
- function gameActorPlayer:GetWeaponEffectID()
- return self.mFeature[mmo.P_F_WEAPON_EFF]:getID()
- end
- function gameActorPlayer:SetShowWeaponEffectID(id)
- return self.mFeature[mmo.P_F_WEAPON_EFF]:setShowID( id )
- end
- function gameActorPlayer:GetShowWeaponEffectID()
- return self.mFeature[mmo.P_F_WEAPON_EFF]:getShowID()
- end
- function gameActorPlayer:SetLeftWeaponEffectID(id)
- return self.mFeature[mmo.P_F_LEFT_WEAPON_EFF]:setID( id )
- end
- function gameActorPlayer:GetLeftWeaponEffectID()
- return self.mFeature[mmo.P_F_LEFT_WEAPON_EFF]:getID()
- end
- function gameActorPlayer:SetShowLeftWeaponEffectID(id)
- return self.mFeature[mmo.P_F_LEFT_WEAPON_EFF]:setShowID( id )
- end
- function gameActorPlayer:GetShowLeftWeaponEffectID()
- return self.mFeature[mmo.P_F_LEFT_WEAPON_EFF]:getShowID()
- end
- function gameActorPlayer:SetShieldEffectID( id )
- return self.mFeature[mmo.P_F_SHIELD_EFF]:setID( id )
- end
- function gameActorPlayer:GetShieldEffectID()
- return self.mFeature[mmo.P_F_SHIELD_EFF]:getID()
- end
- function gameActorPlayer:SetShowShieldEffectID( id )
- return self.mFeature[mmo.P_F_SHIELD_EFF]:setShowID( id )
- end
- function gameActorPlayer:GetShowShieldEffectID()
- return self.mFeature[mmo.P_F_SHIELD_EFF]:getShowID()
- end
- function gameActorPlayer:SetMonsterEffectID(id)
- return self.mFeature[mmo.P_F_MONSTER_EFF]:setID( id )
- end
- function gameActorPlayer:GetMonsterEffectID()
- return self.mFeature[mmo.P_F_MONSTER_EFF]:getID()
- end
- function gameActorPlayer:SetMonsterClothID(id)
- return self.mFeature[mmo.P_F_MONSTER_CLOTH]:setID( id )
- end
- function gameActorPlayer:GetMonsterClothID()
- return self.mFeature[mmo.P_F_MONSTER_CLOTH]:getID()
- end
- function gameActorPlayer:SetSexID( sex )
- self.mSex = sex
- end
- function gameActorPlayer:GetSexID()
- return self.mSex
- end
- function gameActorPlayer:GetJobID()
- return self.mJobID
- end
- function gameActorPlayer:SetJobID(job)
- self.mJobID = job
- end
- function gameActorPlayer:GetLevel()
- return self.mLevel
- end
- function gameActorPlayer:GetMasterID()
- return self.mMasterID
- end
- function gameActorPlayer:SetMasterID(id)
- self.mMasterID = id
- end
- function gameActorPlayer:GetCurrActTime()
- return self.mCurrentActT
- end
- function gameActorPlayer:SetCurrActTime(t)
- self.mCurrentActT = t
- end
- function gameActorPlayer:dirtyAnimFlag()
- if self.mStopAnimFrameIndex then
- return
- end
- self.mIsAnimNeedToUpdate = true
- end
- function gameActorPlayer:Bright()
- if not self.mIsBright then
- self.mIsBright = true
- local isInCover = false
- for k, v in pairs(self.mCover) do
- if v then
- isInCover = true
- break
- end
- end
- local actorAnim = self:GetAnimation()
- if isInCover then
- global.Facade:sendNotification(global.NoticeTable.HighLightNodeShader, actorAnim, mmo.SHADER_TYPE_HIGHTLIGHT_COVER)
- else
- global.Facade:sendNotification(global.NoticeTable.HighLightNodeShader, actorAnim, mmo.SHADER_TYPE_HIGHTLIGHT)
- end
- end
- end
- function gameActorPlayer:SetNearShow(state)
- self.mNearShow = state
- end
- function gameActorPlayer:IsNearShow()
- return self.mNearShow == 1
- end
- --神秘人状态(戴斗笠) 1是神秘人状态
- function gameActorPlayer:SetShenMiRen(value)
- -- body
- self.mShenMiRen = value
- end
- function gameActorPlayer:IsShenMiRen()
- -- body
- return self.mShenMiRen == 1
- end
- --护身
- function gameActorPlayer:SetHuShen(value)
- -- body
- self.mHuShen = value
- end
- function gameActorPlayer:IsHuShen()
- -- body
- return self.mHuShen == 1
- end
- --受到攻击
- function gameActorPlayer:SetDamage(value)
- -- body
- self.mDamage = value
- end
- function gameActorPlayer:IsDamage()
- -- body
- return self.mDamage
- end
- -- 是否是主玩家
- function gameActorPlayer:SetIsMainPlayer(value)
- self.mIsMainPlayer = value
- end
- function gameActorPlayer:IsMainPlayer()
- return self.mIsMainPlayer
- end
- -- 设置国家id
- function gameActorPlayer:SetNationID( id )
- self._nationid = id
- end
- function gameActorPlayer:GetNationID()
- return self._nationid
- end
- function gameActorPlayer:GetHUDTop()
- if not self.mAnimation then
- return 20
- end
- return self.mAnimation:GetHUDTop() or 20
- end
- -- 获取主驾id
- function gameActorPlayer:GetHorseMasterID()
- return self:GetValueByKey(global.MMO.HORSE_MAIN)
- end
- -- 获取副驾id
- function gameActorPlayer:GetHorseCopilotID()
- return self:GetValueByKey(global.MMO.HORSE_COPILOT)
- end
- -- 是否是副驾
- function gameActorPlayer:IsHoreseCopilot()
- return self:GetValueByKey(global.MMO.HORSE_COPILOT) == self:GetID()
- end
- -- 双人坐骑
- function gameActorPlayer:SetDoubleHorse( value )
- self.mMouleHorse = value
- end
- -- 是否是双人坐骑
- function gameActorPlayer:IsDoubleHorse()
- return self.mMouleHorse == 1
- end
- -- 是否是连体坐骑
- function gameActorPlayer:IsBodyHorse()
- return self.mMouleHorse == 2
- end
- function gameActorPlayer:SetMoveEff( value )
- self.mMoveEff = value
- end
- function gameActorPlayer:GetMoveEff()
- return self.mMoveEff
- end
- function gameActorPlayer:IsMoveEff()
- return self.mMoveEff ~= nil
- end
- function gameActorPlayer:SetMoveEffSkipWalk( value )
- self.mMoveEffSkip = value
- end
- function gameActorPlayer:GetMoveEffSkipWalk()
- return self.mMoveEffSkip
- end
- function gameActorPlayer:SetEffSkipWalkSwitch( value )
- self.mIsSkip = value
- end
- function gameActorPlayer:GetEffSkipWalkSwitch()
- return self.mIsSkip
- end
- function gameActorPlayer:SetDearID( value )
- self.mDearID = value
- end
- function gameActorPlayer:GetDearID()
- return self.mDearID
- end
- function gameActorPlayer:SetSiTuID( value )
- self.mSiTuID = value
- end
- function gameActorPlayer:GetSiTuID()
- return self.mSiTuID
- end
- function gameActorPlayer:GetHateID()
- return self.mHateID
- end
- function gameActorPlayer:SetHateID(id)
- self.mHateID = id
- end
- function gameActorPlayer:GetReLevel()
- return self.mReLevel
- end
- function gameActorPlayer:SetReLevel( value )
- self.mReLevel = value
- end
- function gameActorPlayer:GetOnPushIdleTime()
- return self.mOnPushIdleT
- end
- function gameActorPlayer:SetOnPushIdleTime( value )
- self.mOnPushIdleT = value
- end
- return gameActorPlayer
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