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- local gameActor = require( "actor/gameActor")
- local gameActorMoveable = class('gameActorMoveable', gameActor)
- function gameActorMoveable:ctor()
- gameActorMoveable.super.ctor(self)
- end
- function gameActorMoveable:init()
- gameActorMoveable.super.init(self)
- self.mIsArrived = true
- self.mIsConfirmed = true
- self.mWalkStepTime = global.MMO.DEFAULT_WALK_TIME
- self.mWalkSpeedRate = 1
- self.mRunStepTime = global.MMO.DEFAULT_RUN_TIME
- self.mRunSpeedRate = 1
- self.mIsSpeedup = nil
- self.mIsFullSpeedup = nil
- self.mIsMoreFullSpeedup = nil
- self.mIsMoreSpeedRate = nil
-
- self.mAttackStepTime = global.MMO.DEFAULT_ATTACK_TIME
- self.mAttackSpeedRate = 1
- self.mMagicStepTime = global.MMO.DEFAULT_MAGIC_TIME
- self.mMagicSpeedRate = 1
- self.mGuildID = ""
- self.mGuildName = ""
- self.mMasterID = global.MMO.ACTOR_ID_INVALID
- self.mFaction = 0
- self.pklv = 0
- self.inSafeZone = nil
- self.mOwnerID = ""
- self.mOwnerName = ""
- self.mServerID = ""
- self.mAdditionZorder = 0
- self.mCover = {}
- self.mNameColor = nil -- 名字颜色
- self.mWarZone = 0 -- 行会战标志
- self.mGMData = {} -- gm自定义数据,和服务器约定暂定为5个int
- self.mCamps = {
- InTeam = false, InGuild = false, InCamp = false
- }
- end
- function gameActorMoveable:destory()
- gameActorMoveable.super.destory(self)
- end
- function gameActorMoveable:GetFaction()
- return self.mFaction
- end
- function gameActorMoveable:SetFaction(faction)
- self.mFaction = faction
- end
- function gameActorMoveable:SetMoveTo( pos )
- end
- function gameActorMoveable:SetGuildID( id )
- self.mGuildID = id
- end
- function gameActorMoveable:GetGuildID()
- return self.mGuildID
- end
- function gameActorMoveable:SetGuildName( name )
- self.mGuildName = name
- end
- function gameActorMoveable:GetGuildName()
- return self.mGuildName
- end
- function gameActorMoveable:SetCampValue(key, value)
- if self.mCamps[key] == value then
- return false
- end
- self.mCamps[key] = value
- return true
- end
- -- 是否己方成员
- function gameActorMoveable:IsSameCamp()
- local isCamp = self.mCamps.InTeam or self.mCamps.InGuild or self.mCamps.InCamp
- return isCamp
- end
- function gameActorMoveable:GetMasterID()
- return self.mMasterID
- end
- function gameActorMoveable:SetMasterID(id)
- self.mMasterID = id
- end
- function gameActorMoveable:IsHaveMaster()
- return self.mMasterID ~= global.MMO.ACTOR_ID_INVALID
- end
- function gameActorMoveable:SetPKLv(lv)
- self.pklv = lv
- end
- function gameActorMoveable:GetPKLv()
- return self.pklv
- end
- function gameActorMoveable:SetHPHUD(HP, maxHP)
- end
- function gameActorMoveable:SetIsSpeedup( fast )
- self.mIsSpeedup = fast
- end
- function gameActorMoveable:GetIsSpeedup()
- return self.mIsSpeedup
- end
- function gameActorMoveable:SetIsFullSpeedup( fast )
- self.mIsFullSpeedup = fast
- end
- function gameActorMoveable:GetIsFullSpeedup()
- return self.mIsFullSpeedup
- end
- function gameActorMoveable:SetIsMoreFullSpeedup( fast )
- self.mIsMoreFullSpeedup = fast
- end
- function gameActorMoveable:GetIsMoreFullSpeedup()
- return self.mIsMoreFullSpeedup
- end
- function gameActorMoveable:SetIsMoreSpeedRate( fast )
- self.mIsMoreSpeedRate = fast
- end
- function gameActorMoveable:GetIsMoreSpeedRate()
- return self.mIsMoreSpeedRate
- end
- function gameActorMoveable:SetWalkStepTime( time )
- self.mWalkStepTime = time
- end
- function gameActorMoveable:GetWalkStepTime()
- return self.mWalkStepTime
- end
- function gameActorMoveable:SetWalkSpeed( speed )
- self.mWalkSpeedRate = speed
- end
- function gameActorMoveable:GetWalkSpeed()
- if self:GetIsMoreFullSpeedup() then
- return self:GetWalkStepTime() / global.MMO.DEFAULT_MORE_MUCH_FAST_TIME
- end
- if self:GetIsMoreSpeedRate() then
- return self.mWalkSpeedRate * global.MMO.DEFAULT_MORE_MUCH_FAST_RATE
- end
- if self:GetIsFullSpeedup() then
- return self.mWalkSpeedRate * global.MMO.DEFAULT_MUCH_FAST_TIME
- end
- if self:GetIsSpeedup() then
- return self.mWalkSpeedRate * global.MMO.DEFAULT_FAST_TIME_RATE
- end
- return self.mWalkSpeedRate
- end
- function gameActorMoveable:SetRunStepTime( time )
- self.mRunStepTime = time
- end
- function gameActorMoveable:GetRunStepTime()
- return self.mRunStepTime
- end
- function gameActorMoveable:SetRunSpeed( speed )
- self.mRunSpeedRate = speed
- end
- function gameActorMoveable:GetRunSpeed()
- if self:GetIsMoreFullSpeedup() then
- return self:GetRunStepTime() / global.MMO.DEFAULT_MORE_MUCH_FAST_TIME
- end
- if self:GetIsMoreSpeedRate() then
- return self.mRunSpeedRate * global.MMO.DEFAULT_MORE_MUCH_FAST_RATE
- end
- if self:GetIsFullSpeedup() then
- return self.mRunSpeedRate * global.MMO.DEFAULT_MUCH_FAST_TIME
- end
- if self:GetIsSpeedup() then
- return self.mRunSpeedRate * global.MMO.DEFAULT_FAST_TIME_RATE
- end
- return self.mRunSpeedRate
- end
- function gameActorMoveable:SetAttackStepTime( time )
- self.mAttackStepTime = time
- end
- function gameActorMoveable:GetAttackStepTime()
- return self.mAttackStepTime
- end
- function gameActorMoveable:SetAttackSpeed( speed )
- self.mAttackSpeedRate = speed
- end
- function gameActorMoveable:GetAttackSpeed()
- if self:GetIsMoreFullSpeedup() then
- return self:GetAttackStepTime() / global.MMO.DEFAULT_MORE_MUCH_FAST_TIME
- end
- if self:GetIsMoreSpeedRate() then
- return self.mAttackSpeedRate * global.MMO.DEFAULT_MORE_MUCH_FAST_RATE
- end
- if self:GetIsFullSpeedup() then
- return self.mAttackSpeedRate * global.MMO.DEFAULT_MUCH_FAST_TIME
- end
- if self:GetIsSpeedup() then
- return self.mAttackSpeedRate * global.MMO.DEFAULT_FAST_TIME_RATE
- end
- return self.mAttackSpeedRate
- end
- function gameActorMoveable:GetAttackAnimSpeed( action )
- return self:GetAttackSpeed()
- end
- function gameActorMoveable:SetMagicStepTime( time )
- self.mMagicStepTime = time
- end
- function gameActorMoveable:GetMagicStepTime()
- return self.mMagicStepTime
- end
- function gameActorMoveable:SetMagicSpeed( speed )
- self.mMagicSpeedRate = speed
- end
- function gameActorMoveable:GetMagicSpeed()
- if self:GetIsMoreFullSpeedup() then
- return self:GetMagicStepTime() / global.MMO.DEFAULT_MORE_MUCH_FAST_TIME
- end
- if self:GetIsMoreSpeedRate() then
- return self.mMagicSpeedRate * global.MMO.DEFAULT_MORE_MUCH_FAST_RATE
- end
- if self:GetIsFullSpeedup() then
- return self.mMagicSpeedRate * global.MMO.DEFAULT_MUCH_FAST_TIME
- end
- if self:GetIsSpeedup() then
- return self.mMagicSpeedRate * global.MMO.DEFAULT_FAST_TIME_RATE
- end
- return self.mMagicSpeedRate
- end
- function gameActorMoveable:GetMagicAnimSpeed( action )
- return self:GetMagicSpeed()
- end
- function gameActorMoveable:SetGameActorActionHandler(handler)
- end
- function gameActorMoveable:GetGameActorActionHandler()
- end
- function gameActorMoveable:dirtyAnimFlag()
- end
- function gameActorMoveable:stopAnimToFrame( frameIndex )
- end
- function gameActorMoveable:SetAdditionZorder( zorder )
- self.mAdditionZorder = zorder
- end
- function gameActorMoveable:GetAdditionZorder()
- return self.mAdditionZorder
- end
- function gameActorMoveable:SetInSafeZone(inSafe)
- self.inSafeZone = inSafe
- end
- function gameActorMoveable:GetInSafeZone()
- return self.inSafeZone
- end
- function gameActorMoveable:SetIsThrough(through)
- self.isThrough = through
- end
- function gameActorMoveable:IsThroughAble()
- return self.isThrough == 1
- end
- function gameActorMoveable:SetOwnerName(name)
- self.mOwnerName = name
- end
- function gameActorMoveable:GetOwnerName()
- return self.mOwnerName
- end
- function gameActorMoveable:SetOwnerID(id)
- self.mOwnerID = id
- end
- function gameActorMoveable:GetOwnerID()
- return self.mOwnerID
- end
- function gameActorMoveable:SetServerID(id)
- self.mServerID = id
- end
- function gameActorMoveable:GetServerID()
- return self.mServerID
- end
- function gameActorMoveable:Bright()
- if not self.mIsBright then
- self.mIsBright = true
- local actorAnim = self:GetAnimation()
- global.Facade:sendNotification(global.NoticeTable.HighLightNodeShader, actorAnim, global.MMO.SHADER_TYPE_HIGHTLIGHT)
- end
- end
- function gameActorMoveable:UnBright()
- if self.mIsBright then
- self.mIsBright = false
- local actorAnim = self:GetAnimation()
- global.Facade:sendNotification( global.NoticeTable.NormalNodeShader, { node = actorAnim } )
- end
- end
- function gameActorMoveable:IsBright()
- return self.mIsBright
- end
- function gameActorMoveable:IsArrived()
- return self.mIsArrived
- end
- function gameActorMoveable:SetIsArrived(b)
- self.mIsArrived = b
- end
- function gameActorMoveable:GetConfirmed()
- return self.mIsConfirmed
- end
- function gameActorMoveable:SetConfirmed(b)
- self.mIsConfirmed = b
- end
- function gameActorMoveable:SetNameColor(state)
- self.mNameColor = state
- end
- function gameActorMoveable:GetNameColor(state)
- return self.mNameColor
- end
- function gameActorMoveable:SetWarZone(state)
- self.mWarZone = state
- end
- function gameActorMoveable:IsWarZone()
- return self.mWarZone == 1
- end
- function gameActorMoveable:SetGMData(data)
- self.mGMData = data
- end
- function gameActorMoveable:GetGMData()
- return self.mGMData
- end
- function gameActorMoveable:SetShaBaKeZone(value)
- self.mShabakeZone = value
- end
- function gameActorMoveable:GetShaBaKeZone()
- return self.mShabakeZone
- end
- return gameActorMoveable
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