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- require("game.scene.MapView")
- require("game.scene.SkyBox")
- require("game.scene.SapManager")
- require("game.scene.SceneConfig")
- require("game.scene.SceneDropObj")
- require("game.scene.SceneDropManager")
-
- require("game.scene.sceneBoard.NameBoard")
- require("game.scene.sceneBoard.NameBoardManager")
- require("game.scene.sceneBoard.TalkBoard")
-
- require("game.scene.sceneobj.MoveObj")
- require("game.scene.sceneobj.ObjPool")
- require("game.scene.sceneobj.SceneObj")
- require("game.scene.sceneobj.Door")
- require("game.scene.sceneobj.Character")
- require("game.scene.sceneobj.Monster")
- require("game.scene.sceneobj.Other")
- require("game.scene.sceneobj.Role")
- require("game.scene.sceneobj.Partner")
- require("game.scene.sceneobj.MainRole")
- require("game.scene.sceneobj.Npc")
- require("game.scene.sceneobj.Clothe")
- require("game.scene.sceneobj.Weapon")
- require("game.scene.sceneobj.PoseState")
- require("game.scene.sceneobj.FindVo")
- require("game.scene.sceneobj.JumpPoint")
- require("game.scene.sceneobj.WayPoint")
- require("game.scene.sceneobj.Sprite")
- require("game.scene.sceneobj.Pet")
- require("game.scene.sceneobj.Baby")
- require("game.scene.sceneobj.HeadWear")
- require("game.scene.sceneobj.Evil")
- require("game.scene.sceneobj.Grave")
- require("game.scene.sceneobj.ImageObj")
- require("game.scene.sceneobj.HookRole")
- require("game.scene.sceneobj.Pokemon")
- require("game.scene.sceneobj.AssisitPokemon")
- require("game.scene.sceneobj.Build")
- require("game.scene.sceneobj.Furniture")
- require("game.scene.sceneobj.BuildBaby")
- require("game.scene.sceneobj.GWFollower")
- require("game.scene.sceneobj.GalaxyPearl")
- require("game.scene.sceneobj.JumpOneStep")
-
-
- require("game.sharedata.PartnerVo")
- require("game.sharedata.MonsterVo")
- require("game.sharedata.MonsterTypeVo")
- require("game.sharedata.NpcVo")
- require("game.sharedata.DoorVo")
- require("game.sharedata.OtherVo")
- require("game.sharedata.JumpPointVo")
- require("game.sharedata.SpriteVo")
- require("game.sharedata.EvilVo")
- require("game.sharedata.PetVo")
- require("game.sharedata.BabyVo")
- require("game.sharedata.GraveVo")
- require("game.sharedata.HookRoleVo")
- require("game.sharedata.PokemonVo")
- require("game.sharedata.GWFollowerVo")
-
- require("game.sharedata.AssisitPokemonVo")
-
- Scene = Scene or BaseClass()
-
- local Scene = Scene
- local GameMath = GameMath
- local GlobalEventSystem = GlobalEventSystem
- local SceneEventType = SceneEventType
- local math = math
- local table_insert = table.insert
- local table_sort = table.sort
- local SapManager = SapManager
- local Config = Config
- local tonumber = tonumber
- local EventName = EventName
- local IsTableEmpty = IsTableEmpty
- local GameMath_GetDistance = GameMath.GetDistance
- local GameMath_IsPointNear = GameMath.IsPointNear
- local lua_viewM = lua_viewM
- local co_TableXY = co.TableXY
- local SceneObj_LogicRealRatio_x = SceneObj.LogicRealRatio.x
- local SceneObj_LogicRealRatio_y = SceneObj.LogicRealRatio.y
- local co_NormaliseXYTable = co.NormaliseXYTable
-
- --寻找目标类型
- Scene.FIND_TARGET_TYPE = {
- monster = 1,
- role = 2,
- partner = 3,
- all = 100,
- }
- function Scene:__init()
- if Scene.Instance ~= nil then
- LogError("Scene is a singleton class")
- end
-
- Scene.Instance = self
-
- self.mapView = MapView:getInstance()
- self.main_camera = MainCamera:getInstance()
- self.main_role = nil
- self.SkillMgr = SkillManager:getInstance()
- self.scene_mgr = SceneManager:getInstance()
- self.role_mgr = RoleManager:getInstance()
- self.mainrole_vo = self.role_mgr.mainRoleInfo
- self.config_mgr = ConfigItemMgr.Instance
- self.nameBoard_mgr = NameBoardManager.getInstance()
- self.auto_fight_mgr = AutoFightManager:getInstance()
- -- self.fight_back_mgr = FightBackManager:getInstance()
-
- self.role_list = {} --玩家列表 包括主角
- self.partner_list = {} --伙伴列表
- self.monster_list = {} --怪物列表
- self.other_list = {} --其他对象列表
- self.npc_list = {} --Npc列表
- self.door_list = {} --door列表
- self.drop_list = {} --掉落列表
- self.sprite_list = {} --小精灵列表
- self.evil_list = {} --小精灵列表
- self.pet_list = {} --ai娘列表
- self.pokemon_list = {} --宠物列表
- self.assisit_pokemon_list = {} --宠物副本协战宠物列表
- self.baby_list = {} --宝宝列表
- self.gwfollower_list = {} --本服团战粮草护送
- self.jumppoint_list = {} --跳点列表
- self.waypoint = nil --路径点
- self.grave_list = {} --怪物墓碑列表
- self.build_list = {} --家园建筑列表
- self.furniture_list = {} --家园家具列表
- self.hook_role_list = {} --离线挂机玩家列表
- self.build_baby_list = {} --家园建筑列表
- self.jump_one_step_list = {} --跳一跳跳台列表
-
- self.monster_pool = ObjPool.New(ObjMaxCache.Monster)
- self.other_pool = ObjPool.New(ObjMaxCache.Other)
- self.evil_pool = ObjPool.New(ObjMaxCache.Evil)
- self.role_pool = ObjPool.New(ObjMaxCache.OtherRole)
- self.partner_pool = ObjPool.New(ObjMaxCache.Partner)
- self.npc_pool = ObjPool.New(ObjMaxCache.NPC)
- self.drop_pool = ObjPool.New(ObjMaxCache.DropItem)
- self.sprite_pool = ObjPool.New(ObjMaxCache.Sprite)
- self.pet_pool = ObjPool.New(ObjMaxCache.Pet)
- self.pokemon_pool = ObjPool.New(ObjMaxCache.Pokemon)
- self.assisit_pokemon_pool = ObjPool.New(ObjMaxCache.AssisitPokemon)
- self.baby_pool = ObjPool.New(ObjMaxCache.Baby)
- self.gwfollower_pool = ObjPool.New(ObjMaxCache.GWFollower)
- self.grave_pool = ObjPool.New(ObjMaxCache.Grave)
- self.hook_role_pool = ObjPool.New(ObjMaxCache.HookRole)
- self.jump_one_step_pool = ObjPool.New(ObjMaxCache.JumpOneStep)
-
- --延时处理的函数列表(用于处理延时删除等逻辑)
- self.delay_handle_funcs = {}
-
- --怪物尸体列表
- self.dead_body_list = {}
- self.dead_body_count = 0
-
- --预加载的资源是否加载完
- self.preload_res_is_loaded = false
-
- --场景数据是否加载完
- self.scene_data_loaded = false
-
- --场景是否正在执行update的方法
- self.is_in_update = false
-
- --场景更新步频
- self.update_scene_times_index = 0
-
- --场景更新消耗时间
- self.update_elapse_time = 0.0
-
- --场景更新步频
- self.late_update_scene_times_index = 0
-
- --场景更新消耗时间
- self.late_update_elapse_time = 0.0
-
- --是否在一键拾取状态中
- self.is_in_pick_all_state = false
-
- self:InitEvents()
- self:InitSAPFunction()
-
- self.last_dir_move_end_time = 0 --遥感上次操作时间
- self.last_attack_time = 0 --上次自动攻击的时间
- self.last_find_target_time = 0 --上次自动寻怪的时间
- self.last_ranAttackObj = nil --上次技能攻击主要目标
-
- self.last_auto_pick_id = false --上一个自动采集物的id
- self.last_auto_pick_time = false --上一个自动采集物成功采集的时间
-
- self.auto_find_and_attack_interval = Config.otherFightInfo.mainrole_autoAttack_interval --最小寻怪和攻击间隔
- self.god_open_level = Config.ConfigOpenLv.FunctionIconOpenLv.God --降神开放等级
-
- --当前选中对象
- self.curr_click_target = nil
-
- --点击屏幕的初始点
- self.touch_bengin_y = 0
- self.touch_bengin_x = 0
-
- --是否允许点击屏幕
- self.enable_click_screen = true
-
- self.update_role_name = false
- self.update_monster_name = false
- self.update_partner_name = false
- self.update_role_mode = false
-
- self.cur_jump_index = 0
- self.jump_count = 0
-
- --是否过场景状态
- self.is_loading_scene = false
-
- self.user_manul_time = 0
- --上次自动拾取物品时间
- self.auto_pick_time = 0
-
- --选中目标特效对象
- self.click_target_effect = nil
-
- self.jump_curr_trigger_index = false
- self.check_visible_role_num_time = false
-
- self.curr_click_target = false
- self.manual_target = false
-
- --是否12002 回来 加载npc结束
- self.load_npc_finish = false
-
- --是否加载进度条加载完成
- self.load_progress_finished = false
-
- --挂机优先选择目标配置
- self.target_auto_fight_cfg = false
-
- self.find_monster_pos = false --设置找怪物的点,在这个点附近开启寻怪自动打模型
-
- self.request_change_god_time = 0
-
- self.is_first_enter_game = true --启动游戏后第一次进场景
- self.is_first_enter_scene = true --从创角选角流程后第一次进场景
- self.is_first_load_bg_finish = false --第一次进场景背景图加载结束
- self.load_scene_timeout_max = false --延长加载场景超时时间
-
- self.can_opt_joy_stick = true --是否可以操作遥杆
-
- self.pick_drop_distance = 1000 --掉落的拾取距离p
- self.only_main_role_pick = false --是否只使用主角拾取,
- self.need_change_move_speed = false --是否需要改变拾取速度
-
- self.find_monster_distance = 1000 --寻路开启自动挂机的距离的平方
- self.preload_max_time = 20
-
- self.pre_check_distance = 1000 --预选目标的检测距离,手动情况下生效
-
- self.is_in_babydun = false -- 是否允许自动挂机
-
- self.is_showing_sky_box = false --当前是否在显示天空盒
- end
-
- function Scene:getInstance()
- if Scene.Instance == nil then
- Scene.New()
- end
- return Scene.Instance
- end
-
- function Scene:AddLayerSceneListener()
- local layer_scene = UiFactory.GetSceneCanvas().gameObject
-
- local onScreenDown = function(targer,x,y)
- if self.enable_click_screen then
- self:OnTouchBegin(x,y)
- GlobalEventSystem:Fire(SceneEventType.SCENE_TOUCH_DOWN, {x = x, y = y})
- if Input.GetMouseButtonDown(0) then
- self.mouse_down = true
- end
- end
- end
- local onScreenUp = function(targer,x,y)
- if self.enable_click_screen then
- self:OnTouchEnd(x,y)
- GlobalEventSystem:Fire(SceneEventType.SCENE_TOUCH_UP, {x = x, y = y})
- self.mouse_down = false
- end
- end
- local function onScreenDrag(target,x, y)
- if self.enable_click_screen then
- self:OnDrag(x, y)
- GlobalEventSystem:Fire(SceneEventType.SCENE_TOUCH_MOVE, {x = x, y = y})
- end
- end
-
- AddDragEvent(layer_scene,onScreenDrag)
- AddDownEvent(layer_scene,onScreenDown)
- AddUpEvent(layer_scene,onScreenUp)
- end
-
- function Scene:InitEvents()
- self:AddLayerSceneListener()
-
- local function roleAdd(role_id, role_vo)
- self:CreateRole(role_vo)
- end
- local function roleDel(role_id)
- self:DeleteRole(role_id)
- end
- local function partnerAdd(partner_id, partner_vo)
- self:CreatePartner(partner_vo)
- end
- local function partnerDel(partner_id)
- self:DeletePartner(partner_id)
- end
- local function monsterAdd( ins_id, monster_vo)
- self:CreateMonster(monster_vo)
- end
- local function monsterDel( ins_id)
- self:DeleteMonster(ins_id)
- end
- local function otherAdd( ins_id, other_vo)
- self:CreateOther(other_vo)
- end
- local function otherDel( ins_id)
- self:DeleteOther(ins_id)
- end
- local function door_add(enter_scene_id, vo)
- self:CreateDoor(vo)
- end
- local function jumppoint_add(vo)
- self:CreateJumpPoint(vo)
- end
- local function npc_add(ins_id, vo)
- self:CreateNpc(vo)
- end
-
- local function waypoint_add(vo)
- self:CreateWayPoint(vo)
- end
- local function delete_npc(id)
- self:DeleteNpc(id)
- end
- local function delete_door(id)
- self:DeleteDoor(id)
- end
- local function delete_jumppoint(id)
- self:DeleteJumpPoint(id)
- end
-
- local function delete_wappoint(id)
- self:DeleteWayPoint(id)
- end
-
- local function graveAdd(ins_id, grave_vo)
- self:CreateGrave(grave_vo)
- end
- local function graveDel(ins_id)
- self:DeleteGrave(ins_id)
- end
-
- local function hookRoleAdd(role_id, role_vo)
- self:CreateHookRole(role_vo)
- end
- local function hookRoleDel(role_id)
- self:DeleteHookRole(role_id)
- end
- local function buildAdd(build_vo)
- self:CreateBuild(build_vo)
- end
- local function buildDel( ins_id)
- self:DeleteBuild(ins_id)
- end
-
- local function buildBabyAdd(build_baby_vo)
- self:CreateBuildBaby(build_baby_vo)
- end
- local function buildBabyDel( ins_id)
-
- self:DeleteBuildBaby(ins_id)
- end
-
- local function furnitureAdd(furniture_vo)
- self:CreateFurniture(furniture_vo)
- end
- local function furnitureDel( ins_id)
- self:DeleteFurniture(ins_id)
- end
-
- local function sceneLoad(hide_load_progress)
- self:CancelWaitQuest() --切场景前关掉定时器
- self:OpenSceneLoadView(hide_load_progress)
- end
-
- --delay_jump_type 1 攻击后传送 2 攻击后跳跃
- local function onMainRoleJump(delay_jump_type)
- MainCamera.Instance:ChangeSmoothState(MainCamera.SmoothState.Jump)
- local main_role = Scene.Instance:GetMainRole()
- if main_role == nil or main_role:IsGhostMode() then return end
- if main_role.is_shoe_flying then return end
- if main_role.curr_multi_jump_type == Role.MULTI_JUMP_TYPE.Jump_4 then return end --在跳水的那一下,不能进行跳跃
- --预估距离
- local distance = nil
- local jump_type = main_role.curr_multi_jump_type or 1
- distance = main_role:GetPredictJumpDistance(jump_type)
- local dir = SkillManager:getInstance().joy_stick_dir or main_role.direction
- local dist = distance
- local end_pos = co.TableXY(main_role.real_pos.x + dir.x * dist, main_role.real_pos.y + dir.y * dist)
-
- --[[
- 1.根据配置,通过跳跃距离和方向,计算出一个初始跳跃点 point_1
- 2.检测这个跳跃是否是障碍点,如果不行,找到里这个点最近的跳跃点 point_2
- 3.根据检测后的 point_2 读取配置参数,计算起跳上升时间和下降时间,求和得出总时间。用垂直总时间矫正水平移动的时间,再次计算水平移动的距离,计算出,3D模式下的最终落点point_3
- 4.检测point_3是否是障碍点,如果是,矫正位置后传入DoJump()
- 5.用得出的参数进行跳跃动画计算
- 6.如果跳跃结束点高度过高,大于跳跃中最高的高度,就不让他跳过去
-
- 需要做多次障碍的原因是障碍区的高度值为0,会影响到跳跃动画的计算
- ]]
-
- --要先计算一次目标点是否可以跳过去
- if self.scene_mgr:CannotJumpCrossBlockScene() then
- end_pos = co.Vector2(SourceOperateMove.FindNearestPos(co.TableXY(main_role.real_pos.x,main_role.real_pos.y), end_pos, false))
- elseif self.scene_mgr:IsBlockXY(end_pos.x/SceneObj_LogicRealRatio_x, end_pos.y / SceneObj_LogicRealRatio_y) then
- end_pos = co.Vector2(SourceOperateMove.FindNearestPos(co.TableXY(main_role.real_pos.x,main_role.real_pos.y), end_pos, false))
- end
-
- if jump_type == Role.MULTI_JUMP_TYPE.Jump_1 then
- local ttdistance = GameMath_GetDistance(end_pos.x, end_pos.y, main_role.real_pos.x, main_role.real_pos.y, true)
- end_pos = main_role:GetJumpEndPos(end_pos,jump_type)
- local ttdistance2 = GameMath_GetDistance(end_pos.x, end_pos.y, main_role.real_pos.x, main_role.real_pos.y, true)
- end
- local lx = end_pos.x / SceneObj_LogicRealRatio_x
- local ly = end_pos.y / SceneObj_LogicRealRatio_y
-
- if self.scene_mgr:CannotJumpCrossBlockScene() then
- end_pos = co.Vector2(SourceOperateMove.FindNearestPos(co.TableXY(main_role.real_pos.x,main_role.real_pos.y), end_pos, false))
- else
-
- if self.scene_mgr:IsBlockXY(lx, ly) then
- local fastPos = co.Vector2(SourceOperateMove.FindFastestPos(co.TableXY(main_role.real_pos.x,main_role.real_pos.y), end_pos))
-
- if self.scene_mgr:IsBlockXY(fastPos.x / SceneObj_LogicRealRatio_x,fastPos.y / SceneObj_LogicRealRatio_y) then
- end_pos = SourceOperateMove.FindNoBlockPos(main_role.logic_pos) --如果跳跃的位置是不可行走区域,就找到最近的一个可行走点,跳过去
- end_pos.x = end_pos.x * SceneObj_LogicRealRatio_x
- end_pos.y = end_pos.y * SceneObj_LogicRealRatio_y
- else
- end_pos = fastPos
- end
- end
- local end_height = Scene.Instance:GetZoneHeight(end_pos.x/SceneObj_LogicRealRatio_x, end_pos.y/ SceneObj_LogicRealRatio_y) --落地点的高度
- local a = Config.otherFightInfo.jump_gravity_speed[jump_type]
- local upTime = Config.otherFightInfo.jump_vspeed[jump_type][1] / a -- 上升时间
- local max_height = 0.5 * a * upTime * upTime + main_role.jump_height+main_role.obj_pos_height*100 --最大跳跃高度 1/2 at2
- if end_height*100 > max_height then
- end_pos = co.Vector2(SourceOperateMove.FindNearestPos(co.TableXY(main_role.real_pos.x,main_role.real_pos.y), end_pos, false))
- end
- end
- main_role:DoJump(end_pos,nil,nil,nil,nil,jump_type,false,false,false,false,false,false,delay_jump_type)
- SkillManager:getInstance().joy_stick_dir = nil
- end
-
- local function onMainRoleJumpEnd(force_check, logic_x, logic_y)
- local main_role = self.main_role
- if main_role then
- if main_role.move_flag and main_role.move_flag == MOVE_TYPE.ACCELERATE then
- MainCamera.Instance:ChangeSmoothState(MainCamera.SmoothState.NewBieTask)
- else
- MainCamera.Instance:ChangeSmoothState(MainCamera.SmoothState.Normal)
- end
- end
- self:CheckJumpPoint(force_check, logic_x, logic_y)
- self:CheckDoorInSameScene(true)
-
- end
-
- local function onMainRoleMoveEnd()
- if not self.check_jump_point_time then
- self:CheckJumpPoint()
- self.check_jump_point_time = Status.NowTime
- else
- if Status.NowTime - self.check_jump_point_time > Config.otherFightInfo.check_jump_point_space then
- self:CheckJumpPoint()
- self.check_jump_point_time = Status.NowTime
- end
- end
-
- end
-
- local function onRoleTaskJump(end_pos,call_back,move_vspeed,role, force_jump)
- MainCamera.Instance:ChangeSmoothState(MainCamera.SmoothState.TaskJump)
- local role = role or Scene.Instance:GetMainRole()
- if role == nil then return end
- if role.is_shoe_flying then return end
- if role:IsInState(PoseState.TASK_JUMP) and not force_jump then return end
- local distance = GameMath_GetDistance(role.real_pos.x,role.real_pos.y,end_pos.x,end_pos.y,true)
- local dir = CoVector2.New(end_pos.x - role.real_pos.x ,end_pos.y - role.real_pos.y)
- dir:normalise()
-
- --跳跃次数
- local count_cfg = Config.otherFightInfo.shoe_muiti_jump_info
- local need_count = 0
- for i=1,#count_cfg do
- if distance >= count_cfg[i].min and distance <= count_cfg[i].max then
- need_count = count_cfg[i].jump_counts
- break
- end
- end
-
- --如果是强制跳跃,那就让他一段跳
- if need_count == 0 and force_jump then
- need_count = 1
- end
-
- if need_count == 0 then
- local findVo = FindVo.New()
- findVo.type = FindVo.POINT
- findVo.sceneId = SceneManager.Instance:GetSceneId()
- findVo.x = end_pos.x / SceneObj.LogicRealRatio.x
- findVo.y = end_pos.y / SceneObj.LogicRealRatio.y
- findVo.call_back = call_back
- GlobalEventSystem:Fire(EventName.STOPAUTOFIGHT)
- Scene:getInstance():FindElement(findVo)
- else
- local target_list = {}
- if need_count == 1 then
- target_list = {
- [1] = co.TableXY(end_pos.x,end_pos.y),
- }
- elseif need_count == 2 then
- target_list = {
- [1] = co.TableXY(role.real_pos.x + dir.x * distance / 2,role.real_pos.y + dir.y * distance / 2),
- [2] = co.TableXY(end_pos.x,end_pos.y),
- }
- elseif need_count == 3 then
- target_list = {
- [1] = co.TableXY(role.real_pos.x + dir.x * distance / 3,role.real_pos.y + dir.y * distance / 3),
- [2] = co.TableXY(role.real_pos.x + dir.x * distance / 3 * 2,role.real_pos.y + dir.y * distance / 3 * 2),
- [3] = co.TableXY(end_pos.x,end_pos.y),
- }
- end
- GlobalEventSystem:Fire(EventName.CANCEL_SPEED_BUFF)
- role:DoTaskJump(Role.MULTI_JUMP_TYPE.Jump_2, target_list,call_back,move_vspeed,true)
- end
-
- end
-
- local function onRoleGameFlyJump(jump_time,start_pos, end_pos, role, call_back, is_fail)
- MainCamera.Instance:ChangeSmoothState(MainCamera.SmoothState.Jump)
- local main_role = role or Scene.Instance:GetMainRole()
- if main_role == nil then return end
- local distance = nil
- local dir = main_role.direction
- local dist,move_hspeed,move_vspeed = main_role:GetGameJumpDistanceAndSpeed(jump_time)
- local end_pos = co.TableXY(main_role.real_pos.x + dir.x * dist, main_role.real_pos.y + dir.y * dist)
- local start_pos = co.TableXY(main_role.real_pos.x, main_role.real_pos.y)
- main_role:DoGameFlyJump(end_pos,start_pos,move_hspeed,move_vspeed,call_back,is_fail)
- end
-
- local function onMainRoleMove()
- if not self.check_jump_point_time then
- self:CheckJumpPoint()
- self.check_jump_point_time = Status.NowTime
- else
- if Status.NowTime - self.check_jump_point_time > Config.otherFightInfo.check_jump_point_space then
- self:CheckJumpPoint()
- self:CheckSkyBoxArea()
- self:CheckDoorInSameScene()
- self.check_jump_point_time = Status.NowTime
- end
- end
- end
-
- local function reset_fun(logic_x, logic_y, is_dir_move)
- if AutoFightManager.Instance.go_to_pos and AutoFightManager:getInstance():GetAutoFightState() then
- AutoFightManager:getInstance():CacheGoToPos()
- end
- if not self:CheckJumpPoint(nil, logic_x, logic_y) then
- if not is_dir_move then
- OperateManager.Instance:StopMove()
- end
- end
- end
-
- local function onMainRoleJumpEndImm()
- if AutoFightManager:getInstance():GetAutoFightState() then
- self:UpdateAutoFight(true)
- end
-
- end
-
- local function onSceneChange()
- local id = SceneManager:getInstance():GetSceneId()
- if Config.ConfigDoorInSameScene[id] then
- self.has_same_scene_door = true
- else
- self.has_same_scene_door = false
- end
-
- if not self.is_set_frame_rate then
- self.is_set_frame_rate = true
- setTimeout(function() SetGameFrameRate() end,10)
- end
- -- self:ChangeMainRoleScale()
-
- -- local need_check
- -- local scene_info = self.scene_mgr:GetSceneInfo()
- -- if scene_info then
- -- if Config.ConfigSceneDangerEffect.Type[scene_info.type] and self.scene_mgr:IsShowDangerWarnScene() then
- -- need_check = true
- -- if not self.bind_hp_handler then
- -- local function onHpChange()
- -- if RoleManager.Instance.mainRoleInfo.hp / RoleManager.Instance.mainRoleInfo.maxHp < 0.3 then
- -- EventSystem.Fire(GlobalEventSystem,EventName.PLAY_DANGER_EFFECT, true)
- -- else
- -- EventSystem.Fire(GlobalEventSystem,EventName.PLAY_DANGER_EFFECT, false)
- -- end
- -- end
- -- self.bind_hp_handler = RoleManager.Instance.mainRoleInfo:BindOne("hp", onHpChange)
- -- onHpChange()
- -- end
- -- end
- -- end
-
- -- if not need_check then
- -- EventSystem.Fire(GlobalEventSystem,EventName.PLAY_DANGER_EFFECT, false)
-
- -- if self.bind_hp_handler then
- -- RoleManager.Instance.mainRoleInfo:UnBind(self.bind_hp_handler)
- -- self.bind_hp_handler = nil
- -- end
- -- end
-
- -- local playerLv = RoleManager:getInstance():GetMainRoleVo().level
- -- if playerLv > 85 and not SystemRuntimePlatform.IsIphone() then
- -- SceneDropManager:getInstance():CreateDropEffectToPool()
- -- end
- end
-
- GlobalEventSystem:Bind(SceneEventType.MAIN_ROLE_MOVE_TO_BLOCK, reset_fun) --移动至障碍区
- GlobalEventSystem:Bind(SceneEventType.DOOR_VO_ADD, door_add) --传送门增加
- GlobalEventSystem:Bind(SceneEventType.DOOR_VO_REMOVE, delete_door) --传送门移除
- GlobalEventSystem:Bind(SceneEventType.JUMPPOINT_VO_ADD, jumppoint_add) --跳点增加
- GlobalEventSystem:Bind(SceneEventType.JUMPPOINT_VO_REMOVE, delete_jumppoint) --跳点移除
- GlobalEventSystem:Bind(SceneEventType.NPC_VO_ADD, npc_add) --npc增加
- GlobalEventSystem:Bind(SceneEventType.NPC_VO_REMOVE, delete_npc) --npc移除
- GlobalEventSystem:Bind(SceneEventType.ROLE_VO_ADD, roleAdd) --角色增加
- GlobalEventSystem:Bind(SceneEventType.ROLE_VO_REMOVE, roleDel) --角色移除
- GlobalEventSystem:Bind(SceneEventType.PARTNER_VO_ADD, partnerAdd) --伙伴增加
- GlobalEventSystem:Bind(SceneEventType.PARTNER_VO_REMOVE, partnerDel) --伙伴移除
- GlobalEventSystem:Bind(SceneEventType.MONSTER_VO_ADD, monsterAdd) --怪物增加
- GlobalEventSystem:Bind(SceneEventType.MONSTER_VO_REMOVE, monsterDel) --怪物移除
- GlobalEventSystem:Bind(SceneEventType.OTHER_VO_ADD, otherAdd) --普通场景对象增加
- GlobalEventSystem:Bind(SceneEventType.OTHER_VO_REMOVE, otherDel) --普通场景对象移除
- GlobalEventSystem:Bind(SceneEventType.OPEN_SCENE_LOAD_VIEW, sceneLoad) --打开场景加载页
- GlobalEventSystem:Bind(SceneEventType.MAIN_ROLE_JUMP, onMainRoleJump) --主角跳跃
- GlobalEventSystem:Bind(SceneEventType.MAIN_ROLE_JUMP_END, onMainRoleJumpEnd) --跳跃结束
- GlobalEventSystem:Bind(SceneEventType.MAIN_ROLE_JUMP_END_IMM, onMainRoleJumpEndImm) --跳跃结束
- GlobalEventSystem:Bind(ObjectEventType.MAINROLE_MOVE_EVENT_IMME,onMainRoleMove) --主角移动
- GlobalEventSystem:Bind(SceneEventType.MAIN_ROLE_MOVE_END, onMainRoleMoveEnd) --移动结束
- GlobalEventSystem:Bind(SceneEventType.CREATE_WAY_POINT, waypoint_add) --寻路点增加
- GlobalEventSystem:Bind(SceneEventType.DELETE_WAY_POINT, delete_wappoint) --寻路点移除
- GlobalEventSystem:Bind(SceneEventType.GRAVE_VO_ADD, graveAdd) --墓碑增加
- GlobalEventSystem:Bind(SceneEventType.GRAVE_VO_REMOVE, graveDel) --墓碑移除
- GlobalEventSystem:Bind(SceneEventType.HOOK_VO_ADD, hookRoleAdd) --挂机角色增加
- GlobalEventSystem:Bind(SceneEventType.HOOK_VO_REMOVE, hookRoleDel) --挂机角色移除
- GlobalEventSystem:Bind(SceneEventType.BUILD_VO_ADD, buildAdd) --家园建筑增加
- GlobalEventSystem:Bind(SceneEventType.BUILD_VO_REMOVE, buildDel) --家园建筑移除
- GlobalEventSystem:Bind(SceneEventType.FURNITURE_VO_ADD, furnitureAdd) --家具增加
- GlobalEventSystem:Bind(SceneEventType.FURNITURE_VO_REMOVE, furnitureDel) --家具移除
- GlobalEventSystem:Bind(EventName.SCENE_LOAD_VIEW_COMPLETE, onSceneChange) --场景加载页完成
- GlobalEventSystem:Bind(SceneEventType.BUILD_BABY_VO_ADD, buildBabyAdd) --建筑宝宝增加
- GlobalEventSystem:Bind(SceneEventType.BUILD_BABY_REMOVE, buildBabyDel) --建筑宝宝移除
- GlobalEventSystem:Bind(SceneEventType.TASK_MUL_JUMP, onRoleTaskJump) --任务跳跃
- GlobalEventSystem:Bind(SceneEventType.GAME_FLY_JUMP, onRoleGameFlyJump) --游戏跳跃
-
- local function hide_all_mon()
- self.is_hide_all_mon = true
- self:UpdateAllMonsterVisible()
- end
-
- local function show_all_mon()
- self.is_hide_all_mon = nil
- self:UpdateAllMonsterVisible()
- end
- GlobalEventSystem:Bind(SceneEventType.HIDE_ALL_MONSTER, hide_all_mon)
- GlobalEventSystem:Bind(SceneEventType.SHOW_ALL_MONSTER, show_all_mon)
-
- local function hide_all_role()
- self.is_hide_all_role = true
- self:UpdateRoleVisibleState(true)
- end
-
- local function show_all_role()
- self.is_hide_all_role = nil
- self:UpdateRoleVisibleState(true)
- end
- GlobalEventSystem:Bind(SceneEventType.HIDE_ALL_ROLE, hide_all_role)
- GlobalEventSystem:Bind(SceneEventType.SHOW_ALL_ROLE, show_all_role)
-
- local function onBlockSettingChange(key, value)
- --处于性能考虑 这几个可以立马生效 其他的 只有重新创建的时候才生效 不屏蔽主角的
- if key == "wing" then -- 炫翼
- for _, v in pairs(self.role_list) do
- if v ~= self.main_role then
- if v.ChangeWing then
- v:ChangeWing()
- end
- end
- end
- for _, v in pairs(self.hook_role_list) do
- if v.ChangeWing then
- v:ChangeWing()
- end
- end
-
- elseif key == "talisman" then -- 宝具
- for _, v in pairs(self.role_list) do
- if v.ChangeSprite then
- v:ChangeSprite()
- end
- end
- elseif key == "headwear" then
- for _, v in pairs(self.role_list) do
- if v ~= self.main_role then
- if v.ChangeHeadWear then
- v:ChangeHeadWear()
- end
- end
- end
- elseif key == "aiNiang" then --ai娘
- for _, v in pairs(self.role_list) do
- if v ~= self.main_role then
- if v.ChangePet then
- v:ChangePet()
- end
- end
- end
- elseif key == "godWeapon" then -- 武器
- for _, v in pairs(self.role_list) do
- if v ~= self.main_role then
- if v.ChangeWeapon then
- v:ChangeWeapon()
- end
- end
- end
- elseif key == "baby" then
- for _, v in pairs(self.role_list) do
- if v ~= self.main_role then
- if v.ChangeBaby then
- v:ChangeBaby()
- end
- end
- end
- elseif key == "title" then -- 称号
- for _, v in pairs(self.role_list) do
- if v ~= self.main_role then
- --没有使用ChangeDsgt是因为nameboard里面把子节点隐藏了,所以ChangeDsgt不够哟
- if v.UpdateDsgt then
- v:UpdateDsgt()
- end
- end
- end
- elseif key == "active" then
- for _, v in pairs(self.role_list) do
- if v ~= self.main_role then
- if v.ShowLivenessImage then
- v:ShowLivenessImage()
- end
- end
- end
- elseif key == "pet" then -- 宠物
- for _, v in pairs(self.role_list) do
- if v ~= self.main_role then
- if v.ChangePokemonId then
- v:ChangePokemonId()
- end
- end
- end
- elseif key == "horse" then -- 座驾
- for _, v in pairs(self.role_list) do
- if v ~= self.main_role then
- if v.ChangeHorse then
- v:ChangeHorse()
- end
- end
- end
- elseif key == "scenePtc" then
-
- lua_settingM:SetSceneEffect(value)
- elseif key == "shadow" then -- 实时阴影效果
- if self.main_role then
- self.main_role:ChangeDynamicShadowState()
- end
- end
- end
- lua_settingM:Bind(GameSettingManager.BLOCK_SETTING_CHANGE, onBlockSettingChange)
-
- local function onMonsterDeadHandler(id)
- self.scene_mgr:DeleteMonsterVo(id, SceneManager.DELETE_MONSTER_DEAD)
- end
- GlobalEventSystem:Bind(ObjectEventType.OBJ_DEAD, onMonsterDeadHandler)
-
- --尸体渐隐结束的回调
- local function deadbody_fade_end_func(deadbody_id)
- self:DeleteDeadBody(deadbody_id)
- end
- GlobalEventSystem:Bind(ObjectEventType.OBJ_DEADBODY_FADE_END, deadbody_fade_end_func)
-
- local function roleWalkCompleteHandler()
- self:RoleWalkCompleteHandler(true)
- end
- GlobalEventSystem:Bind(SceneEventType.MAIN_ROLE_MOVE_END, roleWalkCompleteHandler)
-
- local function start_check_collect_btn(bool,limit_id_list)
- if bool then
- self.check_collect_btn_limit_list = limit_id_list
- if not self.check_collect_id then
- local function check_clock()
- self:CheckMainUICollectBtnState()
- end
- self.check_collect_id = GlobalTimerQuest:AddPeriodQuest(check_clock,1,-1)
- end
- else
- if self.check_collect_id then
- GlobalTimerQuest:CancelQuest(self.check_collect_id)
- self.check_collect_id =nil
- end
- GlobalEventSystem:Fire(EventName.SHOW_MAINUI_COLLECT_BTN,false)
- end
- end
- GlobalEventSystem:Bind(EventName.CHECK_COLLECT_BTN, start_check_collect_btn)
-
- local function onSceneStart()
- if not self.click_target_effect then
- self:CreateClickTargetEffect()
- end
-
- if self.find_vo_cache then
- self.find_vo_cache = nil
- end
- GlobalEventSystem:Fire(EventName.SHOW_MAINUI_COLLECT_BTN, false)
- end
-
- GlobalEventSystem:Bind(SceneManager.START,onSceneStart)
-
- --创建掉落列表
- local function onRefreshDropList(vo)
- local sid = self.scene_mgr:GetSceneId()
- if vo and vo.map_id == sid then
- self:RefreshDropList(vo)
- end
- end
-
- GlobalEventSystem:Bind(SceneEventType.BROADCAST_SCENE_DROP_LIST, onRefreshDropList)
-
- local function onUpdateRoleLimitHandler()
- self:UpdateRoleVisibleState(true)
- end
- GlobalEventSystem:Bind(SceneEventType.UPDATE_ROLE_LIMIT, onUpdateRoleLimitHandler)
-
- local function findway_ended_func()
- self:ClearLastAttack()
- -- DialogueModel:getInstance():SetMultSelectTaskID(nil)
- end
- GlobalEventSystem:Bind(EventName.FINDWAY_ENDED, findway_ended_func)
-
- -- local function onCancelClickTarget()
- -- end
- -- GlobalEventSystem:Bind(SceneEventType.CANCEL_CLICK_TARGET, onCancelClickTarget)
-
- local function onCamareMoveHandler()
- --摄像机移动时,主角停止移动时,更新名字条位置
- if self.main_role then
- local x,y = self.main_role:GetRealPos()
- local mainrole_height = self.main_role.obj_pos_height
- if not self.main_role:IsGhostMode() then
- self.main_role.name_board:UpdatePos(x,y,mainrole_height)
- end
-
- end
- self.nameBoard_mgr:UpdateAllNameBoard()
- end
- EventSystem.Bind(GlobalEventSystem,SceneEventType.CAMERA_MOVE,onCamareMoveHandler)
-
- local function onScreenMousePress()
- if SceneManager.Instance:IsSceneStart() then
- local main_role = Scene.Instance:GetMainRole()
- if main_role then
- main_role.stand_init_time = 0
- end
- end
- end
- EventSystem.Bind(GlobalEventSystem,GameInputManager.GameInputEvent.MOUSE_PRESS, onScreenMousePress)
-
-
- local function onPkStatusChangeHandler()
- --改变模式 当前的对象可能变成不可攻击的
- local defender = self.curr_click_target
- if defender and defender:GetVo() then
- local attacker_vo = RoleManager.Instance:GetMainRoleVo()
- local defender_vo = defender:GetVo()
- if not SceneManager.Instance:CanPKByPKStatus(attacker_vo,defender_vo) then
- GlobalEventSystem:Fire(EventName.SHOW_OTHER_HEAD,false)
- self:CancelClickTarget()
- end
- end
- end
- RoleManager.Instance.mainRoleInfo:BindOne("pk_status", onPkStatusChangeHandler)
-
- --只有主角的需要,因为可能地图没加载完就去设置位置,可能是障碍区
- -- local function onSceneMapLoadCompleted()
- -- if self.main_role then
- -- self.main_role:SetFollowObjPosition()
- -- end
- -- end
- -- EventSystem.Bind(GlobalEventSystem,EventName.LOADMAP_COMPLETE,onSceneMapLoadCompleted)
-
-
- local load_npc_finish = function()
- self.load_npc_finish = true
- end
- GlobalEventSystem:Bind(EventName.NPC_LOAD_FINISH,load_npc_finish)
-
- if not self.write_cache_file_timer and tonumber(AppConst.EnglineVer) >= 77 then
- local write_func = function()
- local mainrole = Scene.Instance:GetMainRole()
- if mainrole and mainrole:IsInState(PoseState.ATTACK) then
- return
- end
-
- local cache_count = resMgr:GetDownloadCacheFileCount()
- if cache_count > 0 then
- resMgr:WriteDownloadCacheFile()
- end
- end
- self.write_cache_file_timer = TimerQuest.AddPeriodQuest(GlobalTimerQuest, write_func, 2, -1)
- end
-
- local function dun_drop_all_list( ... )--结算的时候收纳所有掉落道具
- local goods_data = {}
- for _, v in pairs(self.drop_list) do
- if v.state ~= 4 then
- v.state = 4--飞到角色身上
- v.not_fly_float = true--这里不需要单个飘字
- goods_data[#goods_data + 1] = {goods_type_id = v.vo.type_id,num = v.vo.drop_num}
- end
- end
- if #goods_data > 0 then
- MainUIModel:getInstance():AddFloatInfo(goods_data,true)
- end
- end
- GlobalEventSystem:Bind(BaseDungeonModel.FINISH_DROP_LIST, dun_drop_all_list)
-
- --守护拾取检测
- local on_check_evil_auto_pick = function()
- if not self.only_main_role_pick and not SceneManager:getInstance():IsGuildScene() and ItemUseModel:getInstance():HasWearEvil() and self.main_role and self.main_role.evil then
- self:OnEvilPick()
- end
- end
- GlobalEventSystem:Bind(EventName.EVIL_AUTO_PICK,on_check_evil_auto_pick)
-
- --一键拾取过程中
- local onUpdatePickAllDropState = function(state)
- self.is_in_pick_all_state = state
- print('Ych:Scene.lua[968] data', self.is_in_pick_all_state)
- end
- GlobalEventSystem:Bind(EventName.UPDATE_PICK_ALL_DROP_STATE,onUpdatePickAllDropState)
- end
-
-
-
- --[[
- res_name: 资源名字
- need_select: 加载完特效,是否选中当前目标
- ]]
- function Scene:CreateClickTargetEffect(res_name, need_select)
- local effect_name = res_name or "mrsd_xuanzhong_001"
- self.effect_res = effect_name --用于判断是否需要加载其他特效
- local function load_call_back(objs, is_gameObject)
- if objs and objs[0] then
- self.click_target_effect = is_gameObject and objs[0] or newObject(objs[0])
- self.click_target_effect:SetActive(false)
-
- if need_select then
- self:SetClickTarget(self.curr_click_target, true)
- else
- if self.main_role and not IsNull(self.main_role.parent_transform) then
- self.click_target_effect.transform:SetParent(self.main_role.parent_transform)
- end
- end
- end
- end
- lua_resM:loadPrefab(self,effect_name,effect_name, load_call_back)
- end
-
- --传送点在同一个场景里的传送门
- function Scene:CheckDoorInSameScene(fire_evt)
- if not self.has_same_scene_door then return end
- local main_role = Scene.Instance:GetMainRole()
- local dist = dist or 2
- local near_door = nil
- local cfg = Config.ConfigDoorInSameScene[SceneManager:getInstance():GetSceneId()]
- if cfg then
- local posX,posY = self.main_role:GetLogicPos()
- local door_posX = 0
- local door_posY = 0
- for i,door in pairs(cfg) do
- door_posX = door.x / SceneObj_LogicRealRatio_x
- door_posY = door.y / SceneObj_LogicRealRatio_y
- if GameMath_IsPointNear(posX, posY, door_posX, door_posY, dist) then
- near_door = door
- do break end
- end
- end
- if near_door then
- if fire_evt then
- self:RoleWalkCompleteHandler(true)
- else
- OperateManager.Instance:StopMove()
- end
- end
- end
- end
-
- function Scene:CheckSkyBoxArea()
- local area_info = Config.SkyBoxAreaInfo[self.scene_mgr:GetSceneId()]
- if area_info then
- local x, y = self.main_role:GetRealPos()
- for i, vo in ipairs(area_info) do
- local dis = GameMath_GetDistance(x, y, vo.center_pos.x, vo.center_pos.y, true)
- if dis < vo.range and (not vo.task_list or TaskModel.getInstance():IsBetweenTaskListState(vo.task_list)) then
- if not self.is_showing_sky_box then
- local cfg =
- {
- black_ground_alpha = vo.black_ground_alpha,
- show_type = vo.black_ground_show_type,
- sky_res = vo.black_ground_sky_res,
- show_target_alpha = vo.show_target_alpha,
- show_step_alpha = vo.show_step_alpha,
- hide_target_alpha = vo.hide_target_alpha,
- hide_step_alpha = vo.hide_step_alpha,
- }
- MainCamera.getInstance():ShowBlackSky(cfg.sky_res, cfg.show_target_alpha, cfg.show_step_alpha)
- self.is_showing_sky_box = cfg
- end
- break
- else
- if self.is_showing_sky_box then
- MainCamera.getInstance():HideBlackSky(self.is_showing_sky_box.sky_res, self.is_showing_sky_box.hide_target_alpha, self.is_showing_sky_box.hide_step_alpha)
- self.is_showing_sky_box = false
- end
- end
- end
- end
- end
-
-
- function Scene:CheckJumpPoint(force_check,role_id)
- local main_role = role_id and self:GetRole(role_id) or self.main_role
- if main_role == nil or main_role:IsGhostMode() then return false end
- local scene_info = Config.MultiJumpPos[self.scene_mgr:GetSceneId()]
- local x, y = main_role:GetRealPos()
-
-
- local function on_task_jump( )
- if scene_info then
- for j, pvo in ipairs(scene_info) do
- for i, vo in ipairs(pvo) do
- local range = vo.range * vo.range
- local check_cd_time = vo.jump_show_type == 2 and 1 or 5
- if (not main_role.jump_curr_trigger_index or main_role.jump_curr_trigger_index == j) and GameMath_GetDistance(x, y, vo.start_pos.x, vo.start_pos.y, false) <= range and not main_role:IsInState(PoseState.FLY_SHOE_EFFECT) and not main_role:IsInState(PoseState.TaskJump) then
- -- if vo.trigger_time then
- -- print("tanar: [Scene 1069]=> i : ",i, Status.NowTime - vo.trigger_time)
- -- end
- if vo.trigger_time == nil or Status.NowTime - vo.trigger_time > check_cd_time then
- main_role.jump_curr_trigger_index = j
- vo.trigger_time = Status.NowTime
- if vo.jump_show_type == 2 then
- main_role:DoFlyShoeEffect(vo.middle_pos, 3)
- else
- GlobalEventSystem:Fire(SceneEventType.TASK_MUL_JUMP,vo.middle_pos,nil,nil, nil , true)
- end
- return true
- end
- end
- end
- end
- end
- end
-
- if on_task_jump() then
- return true
- end
-
- local lx, ly = main_role:GetLogicPos()
- --如果是跳点区域 或者
- local is_jump = self.scene_mgr:IsAreaType(lx, ly, AreaDataIndex.JumpType)
- --上一个区域跳跃结束点是障碍点
- local next_jump_is_block = force_check and self.scene_mgr:IsBlockXY(lx, ly) and main_role:IsInState(PoseState.TASK_JUMP)
- if is_jump or next_jump_is_block then
- if force_check then
- local nearest_end_pos, nearest_end_dis = nil, nil
- -- print("tanar: [Scene 1096]=> is_jump: ",is_jump)
- if is_jump then
- on_task_jump()
- elseif next_jump_is_block then
- local unblock_pos = SourceOperateMove.FindNoBlockPos(main_role.logic_pos)
- if unblock_pos then
- nearest_end_pos = co_TableXY(unblock_pos.x * SceneObj_LogicRealRatio_x, unblock_pos.y * SceneObj_LogicRealRatio_y)
- else
- return false
- end
- else
- return false
- end
- if nearest_end_pos then
- GlobalEventSystem:Fire(SceneEventType.TASK_MUL_JUMP, nearest_end_pos, nil, nil, nil, true)
- end
-
- --[[
- local end_pos = nil
- local multi_jump = false
- if is_jump then
- local distance = nil
- distance = main_role:GetPredictJumpDistance(main_role.curr_multi_jump_type or 1)
- local dir = main_role.direction
- local dist = distance or 800
- end_pos = co.TableXY(main_role.real_pos.x + dir.x * dist, main_role.real_pos.y + dir.y * dist)
- lx = end_pos.x / SceneObj_LogicRealRatio_x
- ly = end_pos.y / SceneObj_LogicRealRatio_y
- if self.scene_mgr:IsBlockXY(lx, ly) then
- local ex, ey, result = SourceOperateMove.FindFastestPos(co.TableXY(main_role.real_pos.x,main_role.real_pos.y), end_pos)
- if result then
- end_pos = co.Vector2(ex, ey)
- -- elseif self.scene_mgr:IsAreaType(lx, ly, AreaDataIndex.JumpType) then
- else
- main_role:CancelSmoothHeight();
- multi_jump = true
- end
- end
- elseif next_jump_is_block then
- local unblock_pos = SourceOperateMove.FindNoBlockPos(main_role.logic_pos)
- if unblock_pos then
- end_pos = co.TableXY(unblock_pos.x * SceneObj_LogicRealRatio_x, unblock_pos.y * SceneObj_LogicRealRatio_y)
- multi_jump = false
- else
- return false
- end
- else
- return false
- end
- self.last_multi_jump_time = Status.NowTime
- -- main_role:DoJump(end_pos, true)
- GlobalEventSystem:Fire(SceneEventType.TASK_MUL_JUMP, end_pos, nil, nil, nil, true)
- if multi_jump then
- if main_role.jump_info then
- main_role.jump_area_mutil_jump_end_time = Status.NowTime + main_role.jump_info.move_time * 0.85
- end
- else
- main_role.jump_area_mutil_jump_end_time = nil
- end
- ]]
-
- end
- main_role:CancelSmoothHeight()
- return true
- end
- return false
- end
-
- function Scene:InitSAPFunction()
- local func = function(operate,obj_type,obj_data)
- if operate == SapManager.OperateType.CreateOBJ then
- if obj_type == SapManager.ObjType.JumpPoint then
- local jumppoint_vo = obj_data
- local jumppoint = JumpPoint.New(jumppoint_vo)
- self.jumppoint_list[jumppoint.id] = jumppoint
- elseif obj_type == SapManager.ObjType.Door then
- local door = Door.New(obj_data)
- if obj_data.is_same_scene then
- self.door_list[obj_data.enter_scene_id.."-"..obj_data.index] = door
- else
- self.door_list[obj_data.enter_scene_id] = door
- end
- elseif obj_type == SapManager.ObjType.NPC then
- if not self.npc_list[tonumber(obj_data.instance_id)] then
- local npc_obj = self.npc_pool:GetObjFreeList()
- if not npc_obj then
- npc_obj = Npc.New()
- end
- npc_obj:InitNpc(obj_data)
- self.npc_list[tonumber(obj_data.instance_id)] = npc_obj
- end
- elseif obj_type == SapManager.ObjType.Tile then
- self.mapView:CreateTile(obj_data)
- elseif obj_type == SapManager.ObjType.Effect then
- self.mapView:CreateEffect(obj_data)
- elseif obj_type == SapManager.ObjType.Model then
- self.mapView:CreateModel(obj_data)
- elseif obj_type == SapManager.ObjType.MoveObj then
- self.mapView:CreateMoveObj(obj_data)
- elseif obj_type == SapManager.ObjType.SpecialModel then
- self.mapView:CreateSpecialModel(obj_data)
- elseif obj_type == SapManager.ObjType.CacheEffect then
- self.mapView:CreateCacheEffect(obj_data)
- end
- elseif operate == SapManager.OperateType.DestoryOBJ then
- if obj_type == SapManager.ObjType.JumpPoint then
- local jumopoint = self.jumppoint_list[obj_data]
- if jumopoint ~= nil then
- jumopoint:DeleteMe()
- self.jumppoint_list[obj_data] = nil
- end
- elseif obj_type == SapManager.ObjType.Door then
- local door = self.door_list[obj_data]
- if door ~= nil then
- door:DeleteMe()
- self.door_list[obj_data] = nil
- end
- elseif obj_type == SapManager.ObjType.NPC then
- local npc = self.npc_list[obj_data]
- if npc ~= nil then
- self.npc_pool:ReleaseObj(npc)
- self.npc_list[obj_data] = nil
- end
- elseif obj_type == SapManager.ObjType.Tile then
- self.mapView:DeleteTile(obj_data)
- elseif obj_type == SapManager.ObjType.Effect then
- self.mapView:DeleteEffect(obj_data)
- elseif obj_type == SapManager.ObjType.Model then
- self.mapView:DeleteModel(obj_data)
- elseif obj_type == SapManager.ObjType.MoveObj then
- self.mapView:DeleteMoveObj(obj_data)
- elseif obj_type == SapManager.ObjType.SpecialModel then
- self.mapView:DeleteSpecialModel(obj_data)
- elseif obj_type == SapManager.ObjType.CacheEffect then
- self.mapView:DeleteCacheEffect(obj_data)
- end
- end
- end
- SapManager:getInstance():RegisterCallbackFunc(func)
- end
-
- function Scene:RefreshDropList(vo)
- local drop_list = vo.drop_list
- if drop_list then
- local len = #drop_list
- if len > 0 then
- local new_item
- for i = 1,len do
- drop_list[i].boss_type = vo.boss_type
- self:CreateDropObj(drop_list[i],vo.pos_x,vo.pos_y)
- end
- end
- end
- end
-
- function Scene:OpenAutoLoadView(last_time, need_bind_event)
- if self.sceneLoadView then
- self.sceneLoadView:AutoToShow(last_time, need_bind_event)
- end
- end
-
- function Scene:OpenSceneLoadView(hide_load_progress, scene_id, need_black_screen)
- if UserMsgAdapter.Instance:GetIsAutoConnecting() then
- hide_load_progress = true
- UserMsgAdapter.Instance:SetIsAutoConnecting(false)
- end
-
- if self.scene_mgr:NoLoadingViewScene() then
- ChangeSceneMovie.getInstance():TryOpen()
- else
- if self.sceneLoadView and self.sceneLoadView:HasOpen() then
- return
- end
- if not self.sceneLoadView then
- self.sceneLoadView = SceneLoadView.New()
- end
- self.sceneLoadView:Open(hide_load_progress, scene_id, need_black_screen)
- end
- end
-
- function Scene:CloseSceneLoadView()
- if self.sceneLoadView and self.sceneLoadView:HasOpen() then
- self.sceneLoadView:Close()
-
- --进入游戏场景有再允许静默重连
- if not self.is_first_change_scene then
- self.is_first_change_scene = true
- ClientConfig.is_ban_auto_connect = false
- end
- end
- end
-
- function Scene:SceneLoadingEnter(sceneId)
- print("tanar: [Scene 1269]=> sceneId: ",sceneId)
- self:ChangeScene(sceneId)
- end
-
- function Scene:ChangeScene( sceneId )
- self.curr_click_target = false
- self.manual_target = false
- self.is_clearing = false
- self.preload_res_is_loaded = false
- self.scene_data_loaded = false
- self.startFocus = true
-
- self.load_npc_finish = false
- self.load_progress_finished = false
- self.is_in_pick_all_state = false
-
- local time = Status.NowTime
- local load_effect_finish = function( step )
- if self.sceneLoadView then
- self.sceneLoadView:RealUpdateProgress(step, 1, SceneLoadView.LOAD_SCENE_TITLE)
- end
- end
- local load_map_func = function()
- self:SceneDataLoadCompleted()
- end
- self.mapView:Load(sceneId, load_map_func, load_effect_finish )
- if self.sceneLoadView then
- if not self.sceneLoadView.is_first_show then
- self:CheckToPreLoad()
- else
- local function onOpenCallback()
- self:CheckToPreLoad()
- end
- self.sceneLoadView:SetOpenCallBackFunc(onOpenCallback)
- end
- end
- end
-
- function Scene:CheckToPreLoad()
- self.scene_change_start_time = Status.NowTime
- local scene_info = self.scene_mgr:GetSceneInfo()
- self:PreLoadSceneObjRes(scene_info)
- end
-
- function Scene:PreLoadSceneObjRes(scene_info)
- --播放场景背景音乐
- local cur_scene = self.scene_mgr:GetSceneId()
- lua_soundM:PlayBackground(cur_scene, true)
- --无缝加载的场景不走预加载流程
- if self.scene_mgr:NoLoadingViewScene() then
- self.preload_res_is_loaded = true
- self.load_progress_finished = true
- GlobalEventSystem:Fire(SceneEventType.REQUEST_SCENE_INFO)
- return
- end
-
- --清理Scene类的资源引用
- lua_resM:clearReference(self)
-
- --重置艺术字缓存池
- WorldArtFontManager:getInstance():InitCacheList()
-
- --删除不属于当前角色的静态职业技能资源,最多检测8个职业
- local main_role_vo = RoleManager.Instance:GetMainRoleVo()
- local career = main_role_vo.career
- local sex = main_role_vo.sex
- for i = 1, 4 do
- for j = 1,2 do
- if not (i == career and j == sex) then
- lua_resM:RemoveStaticObj(i.."@"..j)
- end
- end
- end
-
- --清空所有缓存池对象
- lua_resM:ClearAllObjPool()
-
- --写入静默下载缓存的版本数据
- if tonumber(AppConst.EnglineVer) > 83 and StepPackModule.Instance.max_download_speed then
- Util.AutoWriteVersionFile(9999)
- end
-
- --写入下载缓存的文件
- if tonumber(AppConst.EnglineVer) >= 77 then
- resMgr:WriteAllDownloadCacheFile()
- end
-
- --执行内存清理
- resMgr:CollectAllMemory()
-
- if tonumber(AppConst.EnglineVer) >= 77 then
- resMgr:SetCacheDownloadMode(false)
- end
-
- if SystemMemoryLevel.Cur == SystemMemoryLevel.Low and SystemRuntimePlatform.IsIphone() then
- if self.sceneLoadView and self.sceneLoadView:HasOpen() then
- self.sceneLoadView:RealUpdateProgress(1, 1, SceneLoadView.LOAD_PRELOAD_RES)
- end
- self.start_preload_sceneObjRes_time = Status.NowTime
- self:PreLoadSceneObjResCompleted()
- return
- end
-
- --场景切换时增加协程,提升加载速度
- InitResLoadSpeed(3)
- SetAsyncUpLoadLevel(2)
-
- if tonumber(AppConst.EnglineVer) >= 87 then
- --AppConst.LoadResWaitNextFrame = false
- end
-
- --self.preload_last_time = os.clock()
-
- --最多预加载的模型种类数量
- local model_count_limit = lua_resM:GetMaxPoolObjCount() * 0.4
-
- --每个种类最多重复预加载的数量
- local child_model_count_limit = lua_resM:GetMaxChildPoolObjCount()
-
- --需要预加载的场景模型列表
- local pre_load_mode_list = {}
-
- --需要预加载的ab列表
- local pre_load_ab_list = {}
-
- --需要预加载的技能id列表 key是技能id value: 0 是动态删除特效资源的技能类型 1 是静态的 2 是职业技能资源
- -- local pre_load_skills = {[SkillManager.MonsterBaseSkill_1] = 1,[SkillManager.MonsterBaseSkill_2] = 1}
- local pre_load_skills = {}
- --需要预加载的技能图标
- local config_list = self.SkillMgr:getCfgInitiativeSkillList()
- if config_list then
- for _,id in pairs(config_list) do
- pre_load_skills[id] = 2
- self.config_mgr:GetSkillItem(id)
- end
- end
- --怒气技能
- local career_index = career.."@"..sex
- local anger_skill_id = SkillManager.AngerSkill[career_index]
- if anger_skill_id then
- pre_load_skills[anger_skill_id] = 2
- end
- --技能三连击的图标
- local three_attacks = SkillManager.ThreeAttackSkills[career_index]
- if three_attacks then
- for _, id in pairs(three_attacks) do
- pre_load_skills[id] = 2
- self.config_mgr:GetSkillItem(id)
- end
- end
-
- --需要预加载的模型总数量
- local total_model_count = 0
-
- --主角当前模型预加载
- local fashion_model_id, fashion_chartlet_id = main_role_vo:GetRoleClotheTextureId()
- local mainrole_res = main_role_vo:GetRoleClotheId()
- if fashion_model_id and fashion_chartlet_id then
- mainrole_res = fashion_model_id
- end
- if mainrole_res then
- pre_load_mode_list[mainrole_res] = 1
- total_model_count = total_model_count + 1
- end
-
- --需要预加载的特效列表
- local effect_res_list = {}
-
- --重置怪物缓存池
- local obj_count = self.monster_pool:GetObjCount()
- local obj = nil
- for i = obj_count, 13 do
- obj = Monster.New()
- obj.vo = self.scene_mgr:CreateMonsterVo()
- self.monster_pool:ReleaseObj(obj)
- end
-
- --重置NPC缓存池
- obj_count = self.npc_pool:GetObjCount()
- for i = obj_count, 2 do
- obj = Npc.New()
- obj.vo = NpcVo.New()
- self.npc_pool:ReleaseObj(obj)
- end
-
- --重置角色缓存池
- obj_count = self.role_pool:GetObjCount()
- for i = obj_count, 8 do
- obj = Role.New()
- obj.vo = self.scene_mgr:CreateRoleVo()
- self.role_pool:ReleaseObj(obj)
- end
-
- --当前预加载的模型种类数量
- local curr_model_count = 0
- --预加载场景NPC模型,NPC一个就行了
- if scene_info and scene_info.Npcs then
- local obj_cfg = nil
- for id, _ in pairs(scene_info.Npcs) do
- obj_cfg = ConfigItemMgr.Instance:GetNpcItem(id)
- if obj_cfg and obj_cfg.icon > 0 and curr_model_count < model_count_limit then
- if pre_load_mode_list[obj_cfg.icon] == nil then
- pre_load_mode_list[obj_cfg.icon] = 0
- curr_model_count = curr_model_count + 1
- end
- if pre_load_mode_list[obj_cfg.icon] <= 0 then
- pre_load_mode_list[obj_cfg.icon] = pre_load_mode_list[obj_cfg.icon] + 1
- total_model_count = total_model_count + 1
- end
- end
- end
- end
-
- --预加载场景怪物ID
- local pre_load_monster_id_list = {}
- if scene_info and scene_info.mon then
- for _, id in ipairs(scene_info.mon) do
- table_insert(pre_load_monster_id_list, id)
- end
- end
-
-
- --新手全息模型
- if self.mainrole_vo.level <= 1 then
- local model_res = self.mainrole_vo.career
- pre_load_mode_list[model_res] = 1
- total_model_count = total_model_count + 1
- end
-
- --角色落地特效,只有放这里才能够快
- table_insert(effect_res_list,"effect_transmit_flydown_L_Toe0")
- table_insert(effect_res_list,"effect_transmit_flydown_root")
-
- --新手流程场景需要预加载的资源
- if self.mainrole_vo.level <= 120 then
- --预加载跳跃点特效
- if scene_info then
- local jump_info = Config.JumpSceneInfo[scene_info.id]
- if jump_info then
- table_insert(effect_res_list,"scene_tiaoyue")
- end
- end
-
- --预加载传送点特效
- if scene_info and scene_info.Doors and TableSize(scene_info.Doors) > 0 then
- table_insert(effect_res_list, Door.ParticleResName)
- end
- end
-
- --根据需要预加载的怪物ID,确定预加载的怪物模型和特效
- local mon_cfg = nil
- for _, id in ipairs(pre_load_monster_id_list) do
- mon_cfg = ConfigItemMgr.Instance:GetMonsterDataItem(id)
- if mon_cfg and mon_cfg.icon > 0 and curr_model_count < model_count_limit then
-
- if pre_load_mode_list[mon_cfg.icon] == nil then
- pre_load_mode_list[mon_cfg.icon] = 0
- curr_model_count = curr_model_count + 1
- end
-
- if pre_load_mode_list[mon_cfg.icon] < child_model_count_limit then
- pre_load_mode_list[mon_cfg.icon] = pre_load_mode_list[mon_cfg.icon] + 1
- total_model_count = total_model_count + 1
- end
-
- end
- end
-
- --根据需要预加载的技能ID,确定预加载的特效资源
- local effect_res_name_list = {}
- for skill_id, is_static in pairs(pre_load_skills) do
- local movie_cfg = self.SkillMgr:GetFightSkillMovie(skill_id)
- if movie_cfg and movie_cfg.particles then
- for i, p_vo in ipairs(movie_cfg.particles) do
- if is_static == 1 then
- lua_resM:AppendStaticObjName(p_vo.res)
- elseif is_static == 2 then
- lua_resM:AppendStaticObjName(p_vo.res,career_index)
- end
- if not effect_res_name_list[p_vo.res] then
- effect_res_name_list[p_vo.res] = true
- table_insert(effect_res_list,p_vo.res)
- end
- end
- end
- end
-
-
- local load_effect_count = #effect_res_list
- local load_mode_count = total_model_count
- local load_complete_effect_count = 0
- local load_complete_mode_count = 0
- local load_skill_icon_count = 0
- local load_complete_skill_icon_count = 0
- local has_load_res_count = 0
- local load_ab_count = #pre_load_ab_list
- local load_complete_ab_count = 0
- local load_res_total = load_effect_count + load_mode_count + load_ab_count
-
- --加载完成回调入口
- local function checkHasLoadComplete()
- if load_complete_effect_count == load_effect_count
- and load_complete_mode_count == load_mode_count
- and load_complete_skill_icon_count == load_skill_icon_count
- and load_complete_ab_count == load_ab_count
- then
- self:PreLoadSceneObjResCompleted()
- end
- end
-
- --场景加载界面设置
- if self.sceneLoadView and self.sceneLoadView:HasOpen() then
- self.sceneLoadView:RealUpdateProgress(1, load_res_total, SceneLoadView.LOAD_PRELOAD_RES)
- end
-
- --记录开始预加载的时间,用于判断加载超时
- self.start_preload_sceneObjRes_time = Status.NowTime
-
- local load_empty_check = function()
- checkHasLoadComplete()
- if self.sceneLoadView and self.sceneLoadView:HasOpen() then
- self.sceneLoadView:RealUpdateProgress(has_load_res_count, load_res_total, SceneLoadView.LOAD_PRELOAD_RES)
- end
- end
-
- --预加载特效
- local cur_effect_index = 1
- local load_effect_func = nil
- self.pre_pool_effect = {}
- load_effect_func = function()
- if cur_effect_index <= load_effect_count then
- local res = effect_res_list[cur_effect_index]
- cur_effect_index = cur_effect_index + 1
- if res then
- local function load_call_back(objs, is_gameObject)
- if self.start_preload_sceneObjRes_time then
- load_complete_effect_count = load_complete_effect_count + 1
- if objs and objs[0] then
- local effect_go = is_gameObject and objs[0] or newObject(objs[0])
- lua_resM:AddObjToPool(self, res, res, effect_go)
- self.pre_pool_effect[res] = true
- else
- logWarn("切场景预加载 ------- 找不到特效资源" .. res)
- end
- checkHasLoadComplete()
- end
- has_load_res_count = has_load_res_count + 1
- if self.sceneLoadView and self.sceneLoadView:HasOpen() then
- self.sceneLoadView:RealUpdateProgress(has_load_res_count, load_res_total, SceneLoadView.LOAD_PRELOAD_RES)
- end
-
- setTimeout(load_effect_func,0.01)
- end
- local ignore_pool = true
- if lua_resM.static_obj_name_list[res] then
- ignore_pool = false
- end
- lua_resM:loadPrefab(self, res, res, load_call_back, ignore_pool)
- else
- load_complete_effect_count = load_complete_effect_count + 1
- has_load_res_count = has_load_res_count + 1
-
- load_empty_check()
- setTimeout(load_effect_func,0.01)
- end
- end
- end
-
- --预加载模型
- local temp_load_mode_list = {}
- for res, count in pairs(pre_load_mode_list) do
- for i=1,count do
- table_insert(temp_load_mode_list,res)
- end
- end
-
- local cur_model_index = 1
- local load_model_func = nil
- load_model_func = function()
- if cur_model_index <= load_mode_count then
- local res = temp_load_mode_list[cur_model_index]
- cur_model_index = cur_model_index + 1
- local abName, resName = GameResPath.GetModelClotheRes(nil, res)
- if abName and resName then
- local function load_call_back(objs)
- if self.start_preload_sceneObjRes_time then
- load_complete_mode_count = load_complete_mode_count + 1
- if objs and objs[0] then
- local mode_go = newObject(objs[0])
- SetLocalPosition(mode_go.transform)
- SetLocalRotation(mode_go.transform)
- SetLocalScale(mode_go.transform, 1)
- lua_resM:AddObjToPool(self, abName, resName, mode_go)
- else
- logWarn("切场景预加载 ------- 找不到模型资源" .. res)
- end
- checkHasLoadComplete()
- end
- has_load_res_count = has_load_res_count + 1
- if self.sceneLoadView and self.sceneLoadView:HasOpen() then
- self.sceneLoadView:RealUpdateProgress(has_load_res_count, load_res_total, SceneLoadView.LOAD_PRELOAD_RES)
- end
-
- setTimeout(load_model_func,0.01)
- end
- lua_resM:loadPrefab(self, abName, resName, load_call_back, true)
- else
- load_complete_mode_count = load_complete_mode_count + 1
- has_load_res_count = has_load_res_count + 1
-
- load_empty_check()
- setTimeout(load_model_func,0.01)
- end
- end
- end
-
- --预加载ab
- local cur_ab_index = 1
- local load_ab_func = nil
- load_ab_func = function()
- if cur_ab_index <= load_ab_count then
- local res = pre_load_ab_list[cur_ab_index]
- local args = Split(res,",")
- local abName, resName = args[1], args[2]
- cur_ab_index = cur_ab_index + 1
- --print("预加载ad资源",abName,resName)
- if abName and resName then
- local function load_call_back(objs)
- if self.start_preload_sceneObjRes_time then
- load_complete_ab_count = load_complete_ab_count + 1
- if objs and objs[0] then
- local go = newObject(objs[0])
- SetLocalPosition(go.transform)
- SetLocalRotation(go.transform)
- SetLocalScale(go.transform, 1)
- lua_resM:AddObjToPool(self, abName, resName, go)
- else
- logWarn("切场景预加载 ------- 找不到ab资源" .. res)
- end
- checkHasLoadComplete()
- end
- has_load_res_count = has_load_res_count + 1
- if self.sceneLoadView and self.sceneLoadView:HasOpen() then
- self.sceneLoadView:RealUpdateProgress(has_load_res_count, load_res_total, SceneLoadView.LOAD_PRELOAD_RES)
- end
-
- setTimeout(load_ab_func,0.01)
- end
- lua_resM:loadPrefab(self, abName, resName, load_call_back, true)
- else
- load_complete_ab_count = load_complete_ab_count + 1
- has_load_res_count = has_load_res_count + 1
-
- load_empty_check()
- setTimeout(load_ab_func,0.01)
- end
- end
- end
-
- local max_load_count = 12
- if SystemMemoryLevel.Cur == SystemMemoryLevel.Low then
- max_load_count = 6
- elseif SystemMemoryLevel.Cur == SystemMemoryLevel.Middle then
- max_load_count = 8
- end
-
- for i = 1, max_load_count do
- load_model_func()
- load_effect_func()
- load_ab_func()
- end
- end
-
- function Scene:IsPreLoadPoolEffect(res)
- if not self.pre_pool_effect then
- return false
- end
- return self.pre_pool_effect[res]
- end
-
-
- --预加载成功
- function Scene:PreLoadSceneObjResCompleted()
- if self.start_preload_sceneObjRes_time then
- self.start_preload_sceneObjRes_time = nil
- self.preload_res_is_loaded = true
- GlobalEventSystem:Fire(SceneEventType.REQUEST_SCENE_INFO)
- end
-
- self.is_first_enter_scene = false
- self.is_first_enter_game = false
- self.load_scene_timeout_max = false
-
- if tonumber(AppConst.EnglineVer) >= 77 and not SystemRuntimePlatform.IsIphone() then
- resMgr:SetCacheDownloadMode(true)
- end
- end
-
- --加载完场景数据
- function Scene:SceneDataLoadCompleted()
- InitResLoadSpeed(1)
-
- self.scene_data_loaded = true
- if self.sceneLoadView then
- self.sceneLoadView:RealUpdateProgress(1, 1, SceneLoadView.LOAD_SCENE_DATA)
- end
-
- self:SetEnterSceneFlag()
- self.main_camera:InitCameraSetting()
-
- if self.startFocus then
- local vo = self.mainrole_vo
- if self.main_role then
- self.main_role:SetRealPos(vo.pos_x,vo.pos_y)
- self.main_role:DeilyClearTrailRenderer()
- else
- self.main_camera:UpdateCameraPosDirect(vo.pos_x,vo.pos_y)
- end
- end
- --每次进场景重新设置一下技能
- self.SkillMgr:Fire(SkillManager.UPDATE_SKILL_LIST)
- GlobalEventSystem:Fire(EventName.LOADMAP_COMPLETE,self.scene_mgr:GetSceneId())
- end
-
- function Scene:IsSceneLoaded()
- return self.scene_data_loaded
- end
-
- function Scene:GetClickTarget()
- return self.curr_click_target
- end
-
- --[[
- force: 强制选中
- ]]
- function Scene:SetClickTarget(target, force)
- if self.curr_click_target == target and not force then return end
- if self.curr_click_target and self.curr_click_target ~= target then
- self:CancelClickTarget()
- end
-
-
-
- self.curr_click_target = target
-
- if target then
- --小怪显示血条
- if target and target.SetHideNameBordOnSelect then
- target:SetHideNameBordOnSelect(false)
- end
- if target and target.SetObjectIsOnSelect then
- target:SetObjectIsOnSelect(true)
- end
- if target:GetType() ~= SceneBaseType.Role then
- --选中怪物时,就把头像清掉
- GlobalEventSystem:Fire(EventName.SHOW_OTHER_HEAD, false)
- end
- --挂脚底特效
- if IsNull(self.click_target_effect) then
- destroy(self.click_target_effect)
- self.click_target_effect = nil
- if not self.recreate_target_effect then
- self.recreate_target_effect = true
- self:CreateClickTargetEffect(nil, true)
- end
- return
- end
- if lua_viewM.is_lock_screen then
- if self.click_target_effect.activeSelf then
- self.click_target_effect:SetActive(false)
- end
- else
- local transform = self.click_target_effect.transform
- transform:SetParent(target.parent_transform)
- SetLocalPosition(transform,0,0.1,0)
- transform.localRotation = Quaternion.Euler(target.rotateX, 0,0)
- self.click_target_effect:SetActive(true)
- end
- end
- --如果在boss场景, 选中boss的时候就显示血条
- if target and self.scene_mgr:IsBossScene() and target:GetType() == SceneBaseType.Monster
- and target:GetVo() and BossModel:GetInstance():GetIsBossById(target:GetVo().type_id) then
- GlobalEventSystem:Fire(EventName.SHOW_HITER_BLOOD_VIEW, true, target:GetVo())
- end
- end
-
- function Scene:CancelClickTarget(force_select_new_target,force_Cancel)
- if self.curr_click_target and self.curr_click_target.GetType then
- if not force_select_new_target and self.manual_target and not self.manual_target:IsDead() and self.manual_target == self.curr_click_target and not force_Cancel then --不取消手选的目标
- return
- end
- if self.curr_click_target and self.curr_click_target.SetHideNameBordOnSelect then
- self.curr_click_target:SetHideNameBordOnSelect(true)
- end
- if self.curr_click_target and self.curr_click_target.SetObjectIsOnSelect then
- self.curr_click_target:SetObjectIsOnSelect(false)
- end
- if IsNull(self.click_target_effect) then
- -- destroy(self.click_target_effect)
- -- self.click_target_effect = nil
- -- self:CreateClickTargetEffect()
- else
- self.click_target_effect:SetActive(false)
- end
- --挂机选择目标那里会找不到怪物
- if self.manual_target == self.curr_click_target then
- self.manual_target = false
- end
- self.curr_click_target = false
- self.has_task_target = false
- GlobalEventSystem:Fire(SceneEventType.CANCEL_CLICK_TARGET)
- -- if force_select_new_target then
- -- self:UpdateAutoFindTarget()
- -- local skill_id = self.SkillMgr:PrepareAutoFightSkill(true)
- -- if skill_id and type(skill_id) == "number" then
- -- self.SkillMgr:SetAttackCompleteSkill(skill_id)
- -- end
- -- end
- end
- end
-
- function Scene:UpdateClickTargetEffect()
- if self.curr_click_target and self.main_role then
- local real_x, real_y = self.curr_click_target:GetRealPos()
- local real_pos_x, real_pos_y = self.main_role:GetRealPos()
- local range
- if self.scene_mgr:IsGuildScene() then -- 社团场景扩大更新范围
- range = 4000*4000
- else
- range = 800 * 800
- end
- if GameMath_GetDistance(real_pos_x, real_pos_y, real_x, real_y, false) > range then
- self:CancelClickTarget(nil, true)
- end
- end
-
- -------------------------
- --超过一定距离之后,头像消失
- local attack_vo = self.scene_mgr:GetAttackHeadVo()
- if attack_vo and self.main_role then
- local attack_role = self:GetRole(attack_vo.role_id)
- if attack_role then
- local real_x, real_y = attack_role:GetRealPos()
- local real_pos_x, real_pos_y = self.main_role:GetRealPos()
- local distance = 800 * 800
- if GameMath_GetDistance(real_pos_x, real_pos_y, real_x, real_y, false) > distance then
- self.scene_mgr:ResetAttackHeadVo(true)
- end
- end
- end
- -------------------------
- end
-
- function Scene:OnTouchBegin(x,y)
- TaskModel:getInstance().circle_use_clock = false--重置跑环界面倒计时
- -------------------------
- self.touch_bengin_y = nil
- self.touch_bengin_x = nil
- --[[
- if Input.touchCount == 2 then
- if self.two_finger_drag_start_pos == nil then
- self.two_finger_drag_start_pos = {base_dist = GameMath_GetDistance(Input.GetTouch(0).position.x, Input.GetTouch(0).position.y, Input.GetTouch(1).position.x, Input.GetTouch(1).position.y, true),
- change_state = 0} --0无 1放大 2缩小
- else
- self.two_finger_drag_start_pos.base_dist = GameMath_GetDistance(Input.GetTouch(0).position.x, Input.GetTouch(0).position.y, Input.GetTouch(1).position.x, Input.GetTouch(1).position.y, true)
- self.two_finger_drag_start_pos.change_state = 0
- end
- self.two_finger_drag_start_pos.last_dist = self.two_finger_drag_start_pos.base_dist
- else
- self.two_finger_drag_start_pos = nil
- end
- ]]
- if Input.touchCount == 1 or Input.touchCount == 0 then
- x = ScreenToViewportPoint(x, 0)
- if x < 330 then
- self.touch_bengin_y = nil
- else
- self.touch_bengin_y = y
- end
-
- self.touch_bengin_x = x
- end
- end
-
- function Scene:OnDrag(x, y)
-
- --屏蔽视野操作
- if true then
- return
- end
-
- -- if Input.touchCount == 2 and self.two_finger_drag_start_pos then
- -- local x0, y0 = Input.GetTouch(0).position.x, Input.GetTouch(0).position.y
- -- local x1, y1 = Input.GetTouch(1).position.x, Input.GetTouch(1).position.y
-
- -- local base_dist = self.two_finger_drag_start_pos.base_dist
- -- local now_dist = GameMath_GetDistance(x0, y0, x1, y1, true)
- -- local last_dist = self.two_finger_drag_start_pos.last_dist
- -- if (last_dist > now_dist and self.two_finger_drag_start_pos.change_state == 1) or (last_dist < now_dist and self.two_finger_drag_start_pos.change_state == 2) then
- -- self.two_finger_drag_start_pos.base_dist = last_dist
- -- base_dist = self.two_finger_drag_start_pos.base_dist
- -- end
- -- self.two_finger_drag_start_pos.last_dist = now_dist
- -- local off_y = ScreenToViewportPoint(now_dist - base_dist, 0)
- -- if off_y > 0 then
- -- off_y = off_y > 150 and 150 or off_y
- -- local new_size = self.main_camera.camera_curr_size * (1 - off_y / 1500)
- -- if new_size < 10 then
- -- new_size = 10
- -- end
- -- self.main_camera:SetBaseCameraSize(new_size)
- -- self.two_finger_drag_start_pos.change_state = 1
- -- else
- -- off_y = off_y < -150 and -150 or off_y
- -- local new_size = self.main_camera.camera_curr_size * (1 - off_y / 1500)
- -- if new_size > self.main_camera.camera_base_size * 1.3 then
- -- new_size = self.main_camera.camera_base_size * 1.3
- -- end
- -- self.main_camera:SetBaseCameraSize(new_size)
- -- self.two_finger_drag_start_pos.change_state = 2
- -- end
- -- return
- -- end
-
- if x < ScreenWidth/2 then
- return
- end
- if Input.touchCount == 1 or Input.touchCount == 0 then
- local mainrole = Scene.Instance:GetMainRole()
- if mainrole and mainrole.transform then
- local value = 0
- if self.touch_bengin_x and math.abs(self.touch_bengin_x - x) > CameraRotateByScreen then
- if self.touch_bengin_x - x > CameraRotateByScreen then
- value = -1.5
- elseif x - self.touch_bengin_x > CameraRotateByScreen then
- value = 1.5
- end
- MainCamera.Instance:RotateAround(mainrole.transform.position,Vector3.up,value)
- self.touch_bengin_x = x
- end
- -------------------------
- --Y轴上的视角变化
- --[[
- if self.touch_bengin_y and math.abs(self.touch_bengin_y - y) > CameraRotateByScreen then
- value = 0
- if self.touch_bengin_y - y > CameraRotateByScreen then
- value = -1.5
- elseif y - self.touch_bengin_y > CameraRotateByScreen then
- value = 1.5
- end
- MainCamera.Instance:RotateAround(mainrole.transform.position, MainCamera.Instance.transform.right, value)
- MainCamera.Instance.isSmoothing = true
- MainCamera.Instance:SmoothPosToTarget()
- self.touch_bengin_y = y
- end
- --]]
- -------------------------
- self.rotate_camera_state = true
- return
- end
- end
-
- if self.rotate_camera_state then
- self.rotate_camera_state = false
- self.wait_cancel_rotate_camera_state = true
- end
- end
-
- function Scene:OnTouchEnd(x,y)
- if self.two_finger_drag_start_pos then
- return
- end
-
- if not self.main_role then
- return
- end
-
- if self.main_role:IsFishingState() or self.main_role:IsInState(PoseState.TASK_JUMP) then --主角正在钓鱼 限制点击屏幕操作
- return
- end
-
- if self.scene_mgr:IsPkBattleScene() and PkBattleModel:getInstance():IsTransferState() then
- Message.show("传送中,不能操作")
- return
- end
-
- if self.main_role then
- --无主角界面屏蔽点击操作
- if self.main_role.disabled then
- return
- elseif self.touch_bengin_y then
- if self.touch_bengin_y - y > 100 then
- if self.last_change_horse_time and Time.time - self.last_change_horse_time < 2 then
- -- Message.show("操作过于频繁,请稍后")
- return
- end
- GlobalEventSystem:Fire(EventName.HIDE_HORSE)
- self.last_change_horse_time = Time.time
- return
- elseif y - self.touch_bengin_y > 100 then
- if self.last_change_horse_time and Time.time - self.last_change_horse_time < 2 then
- -- Message.show("操作过于频繁,请稍后")
- return
- end
- GlobalEventSystem:Fire(EventName.RIDE_HORSE)
- self.last_change_horse_time = Time.time
- return
- end
- end
- end
-
- if self.wait_cancel_rotate_camera_state then
- self.wait_cancel_rotate_camera_state = false
- return
- end
-
- local scene_pos = {}
- if self.mouse_down then
- local pos = Util.RaycastFromMouse(MainCamera.Instance.camera)
- if pos ~= Vector3.zero then
- scene_pos.x = pos.x * MainCamera.PixelsToUnits
- scene_pos.y = pos.z * MainCamera.PixelsToUnits
- else
- return
- end
- end
-
- --暂时先跑旧的拾取逻辑,后续优化
- local query_list = self:PointQuery(scene_pos)
- local have_pick_info = (#query_list > 0)
- local clickTarget = query_list[1] or nil
-
- local is_pick_handled = true
- if clickTarget then
- if clickTarget:GetType() == SceneBaseType.Monster then
- --不能选中自己的怪
- local is_mine = clickTarget:GetVo().role_id == RoleManager.Instance.mainRoleInfo.role_id
- if is_mine then
- return
- end
- -------------------------
- --幻魔星域次数满了就不让点击选中了
- local support_boss = GuildModel:getInstance():GetGuildSupportBossId( )--要过滤掉当前协助的进攻对象
- if support_boss ~= clickTarget:GetVo().type_id then
- local is_desert_scene = self.scene_mgr:IsBossDesertedScene() or self.scene_mgr:IsDesertedBossCrossScene()
- if is_desert_scene then
- local monster_type = clickTarget:GetVo().boss_type
- if (monster_type == BossType.DesertedMonster) or (monster_type == BossType.DesertedBoss) then
- local rest_boss_time, rest_mon_time = BossModel:GetInstance():GetDesertedBossRestNum( )
- if (rest_boss_time <= 0 and rest_mon_time > 0 and -- 仅有精英怪次数 打精英
- monster_type == BossType.DesertedMonster) or
- (rest_boss_time > 0 and rest_mon_time <= 0 and -- 仅有BOSS次数 打BOSS
- monster_type == BossType.DesertedBoss) or
- (rest_boss_time > 0 and rest_mon_time > 0) -- 都有
- then
- --对应次数还有,可以选中
- else
- return
- end
- end
- end
- end
- -------------------------
- if clickTarget:GetVo().type == MonsterType.COLLECT or clickTarget:GetVo().type == MonsterType.PICK or clickTarget:GetVo().type == MonsterType.TASK_COLLECT or clickTarget:GetVo().type == MonsterType.UD_COLLECT then
- if self.scene_mgr:IsGuildGuardDungeon() and not BaseDungeonModel:getInstance():IsCanCollect(clickTarget:GetVo().type_id) then
- Message.show("个人采集宝箱已达到上限")
- return
- end
-
- self:MainRoleAttackMonster(clickTarget)
- is_pick_handled = false
- elseif clickTarget:GetVo().type == MonsterType.PRICE and clickTarget:GetVo().can_attack ~= 1 then
- local npc_id = MonsterShowDialogWithNpcId[clickTarget:GetVo().type_id]
- if npc_id then
- GlobalEventSystem:Fire(SceneEventType.SHOW_TASK, npc_id)
- end
- else
- is_pick_handled = false
- end
- self.manual_target = clickTarget
- elseif clickTarget:GetType() == SceneBaseType.Role then
- if EscortModel:getInstance():IsEscortState() then--在护送屏蔽点击其他角色
- return
- end
- if self:ForceAttackRole(clickTarget) then
- return
- end
- self:SetClickTarget(clickTarget,true)
- GlobalEventSystem:Fire(EventName.SHOW_OTHER_HEAD, true, clickTarget.vo, 1)
- return
- elseif clickTarget:GetType() == SceneBaseType.Npc then
- if clickTarget:IsClientNpc() or self.scene_mgr:IsClientHideNpc(clickTarget.id) then
- return
- end
- self:mainRoleToNpc(clickTarget.id)
- is_pick_handled = false
-
- self.manual_target = clickTarget
- elseif clickTarget:GetType() == SceneBaseType.Door then
- self:MainRoleMoveToDoor(clickTarget.vo)
- is_pick_handled = false
- self.manual_target = false
- return --直接return,不用SetClickTarget
- elseif clickTarget:GetType() == SceneBaseType.Build then
-
- local build_type = clickTarget:GetVo().id
- GlobalEventSystem:Fire(SceneEventType.ONCLICK_BUILD, clickTarget)
- is_pick_handled = false
- return
- end
-
- self:SetClickTarget(clickTarget)
- if (clickTarget:GetType() == SceneBaseType.Monster and clickTarget:GetVo().type == MonsterType.NORMAL and self.scene_mgr:IsCanAttackByMainRole(clickTarget:GetVo())) then
- EventSystem.Fire(GlobalEventSystem,EventName.STARTAUTOFIGHT, false, true)
- end
-
- Scene.Instance.user_manul_time = 0
- end
-
- is_pick_handled = false
- if is_pick_handled then
- --嘲讽buff屏蔽点击移动
- if self.main_role and self.main_role.buff_manager:hasChaofengBuff() then return end
- local idleMove = function()
- Scene.Instance.user_manul_time = Status.NowTime
- end
-
- if AutoFightManager:getInstance():GetAutoFightState() then
- local x = scene_pos.x
- local y = scene_pos.y
- AutoFightManager:getInstance():CacheGoToPos(x, y,self.scene_mgr:GetSceneId())
- end
- --跳完后 不继续寻路
- OperateManager.Instance.jump_end_not_continue = true
- local cache_x = scene_pos.x
- local cache_y = scene_pos.y
-
- if not scene_pos.x or not scene_pos.y then
- return
- end
-
- scene_pos.x = scene_pos.x/SceneObj_LogicRealRatio_x
- scene_pos.y = scene_pos.y/SceneObj_LogicRealRatio_y
- local is_endPos_block = self.scene_mgr:IsBlockXY(scene_pos.x, scene_pos.y)
- if is_endPos_block then
- self:MainRoleMove(scene_pos,0,idleMove)
- else
- self:MainRoleMove(scene_pos,0,idleMove)
- end
-
- self.user_manul_time = Status.NowTime
-
- --如果移动的时候选择目标是npc 则 取消 否则会影响挂机选择目标
- if self.curr_click_target and self.curr_click_target:GetType() == SceneBaseType.Npc then
- self:CancelClickTarget()
- end
-
- self.find_monster_pos = false
- GlobalEventSystem:Fire(EventName.OPEN_LEFT_MIDDLE_MENU, false) --收起菜单
- GlobalEventSystem:Fire(SceneEventType.TOUCH_GROUND_END)
-
- --点击场景,重置寻路状态
- self:ResetUserManulState()
- end
- end
-
- --根据世界坐标选择被选中的模型
- function Scene:PointQuery(world_pt, obj_type)
- local selected_list = {}
- local npc_obj_list = {}
- local query_list = nil
- obj_type = obj_type or SceneBaseType.All --全部
- if obj_type == SceneBaseType.Npc or obj_type == SceneBaseType.All then
- for id,obj in pairs(self.npc_list) do
- if obj:CheckInBound(world_pt) then
- table_insert(npc_obj_list,obj)
- table_insert(selected_list,obj)
- end
- end
- end
-
- if obj_type == SceneBaseType.Role or obj_type == SceneBaseType.All then
- for id,obj in pairs(self.role_list) do
- if obj:CheckInBound(world_pt) and not obj.vo.is_virtual_friend then
- table_insert(selected_list,obj)
- end
- end
- end
-
- -- if obj_type == SceneBaseType.Partner or obj_type == SceneBaseType.All then
- -- for id,obj in pairs(self.partner_list) do
- -- if obj:CheckInBound(world_pt) then
- -- table_insert(selected_list,obj)
- -- end
- -- end
- -- end
-
- if obj_type == SceneBaseType.Monster or obj_type == SceneBaseType.All then
- for id,obj in pairs(self.monster_list) do
- if obj:CheckInBound(world_pt) then
- table_insert(selected_list,obj)
- end
- end
- end
-
- -- if obj_type == SceneBaseType.Other or obj_type == SceneBaseType.All then
- -- for id,obj in pairs(self.other_list) do
- -- if obj:CheckInBound(world_pt) then
- -- table_insert(selected_list,obj)
- -- end
- -- end
- -- end
-
- -- if obj_type == SceneBaseType.Door or obj_type == SceneBaseType.All then
- -- for id,obj in pairs(self.door_list) do
- -- if obj:CheckInBound(world_pt) then
- -- table_insert(selected_list,obj)
- -- end
- -- end
- -- end
-
- -- if obj_type == SceneBaseType.Build or obj_type == SceneBaseType.All then
- -- for id,obj in pairs(self.build_list) do
- -- if obj:CheckInBound(world_pt) then
- -- table_insert(selected_list,obj)
- -- end
- -- end
- -- end
-
- -- if obj_type == SceneBaseType.BuildBaby or obj_type == SceneBaseType.All then
- -- for id,obj in pairs(self.build_baby_list) do
- -- if obj:CheckInBound(world_pt) then
- -- table_insert(selected_list,obj)
- -- end
- -- end
- -- end
-
-
-
- if #npc_obj_list > 0 then
- if #npc_obj_list > 1 then
- local function onSortHandler(v1,v2)
- return v1.real_pos.y < v2.real_pos.y
- end
- table_sort(npc_obj_list,onSortHandler)
- end
-
- return npc_obj_list
- end
-
- if #selected_list > 1 then
- --根据y轴方向排序 y越小越靠前
- local function onSortHandler(v1,v2)
- return v1.real_pos.y < v2.real_pos.y
- end
- table_sort(selected_list,onSortHandler)
- end
-
- return selected_list
- end
-
- --手动选中目标,强制切换到战斗
- function Scene:ForceAttackRole(clickTarget)
- if clickTarget and self.scene_mgr:IsCanAttackByMainRole(clickTarget:GetVo(), true) then
- self:SetClickTarget(clickTarget)
- self:MainRoleAttackRole(clickTarget)
- GlobalEventSystem:Fire(EventName.STARTAUTOFIGHT)
- self.scene_mgr:SetAttackHeadVo(clickTarget.vo, nil, true)
- return true
- end
- return false
- end
-
- function Scene:MainRoleMoveToDoor(door_vo)
- local dx, dy = door_vo.pixel_x/SceneObj_LogicRealRatio_x, door_vo.pixel_y/SceneObj_LogicRealRatio_y
- local lx, ly = self.main_role:GetLogicPos()
- if GameMath_GetDistance(lx, ly, dx, dy, false) <= 1 then
- self:RoleWalkCompleteHandler()
- else
- self:MainRoleMove(co.TableXY(dx, dy))
- end
- end
-
-
- function Scene:mainRoleToNpc(npc_id)
- local npc_info = self.scene_mgr:GetNpcVo(npc_id)
- if npc_info == nil then
- return
- end
- local npcpos = co.TableXY(npc_info.logic_x, npc_info.logic_y)
- local rolepos = co.TableXY(self.main_role:GetLogicPos())
- local dist = 2--ActionDis.NPC
- local check_distance = 420
- if self.main_role and self.main_role:IsOnHorse() then
- dist = 2.5
- check_distance = 500
- end
-
- local action_func = function ()
- if not self.main_role then
- return
- end
- -- 转向
- self:clearGoToData()
- if self.main_role:IsInState(PoseState.MOVE) then
- self.main_role:DoStand()
- end
-
- local dir2 = co.SubtractXYTable(npcpos, rolepos)
- self.main_role:SetDirection(dir2)
- -- local is_fire_evt = OperateManager.Instance:StopMove()
-
- local npc = self:GetNpc(npc_id)
- if npc ~= nil then
- self:SetClickTarget(npc)
- if npc.vo and not Config.ConfigGuildWar.KeepDirectNpc[npc.vo.type_id] then
- local dir = co.TableXY(self.main_role.real_pos.x - npc.real_pos.x, self.main_role.real_pos.y - npc.real_pos.y)
- npc:SetDirection(dir)
- end
- if GameMath_GetDistance(self.main_role.real_pos.x, self.main_role.real_pos.y, npc.real_pos.x, npc.real_pos.y, true) < check_distance then
- -- if FishModel:getInstance():IsFishNpc(npc_id) then --如果是钓鱼NPC 就打开钓鱼对话界面
- -- GlobalEventSystem:Fire(EventName.OPEN_FISH_NPC_VIEW,npc_info,true)
- -- else
- GlobalEventSystem:Fire(SceneEventType.SHOW_TASK, npc_info.instance_id)
- -- end
- end
- end
- -- if not is_fire_evt then
- GlobalEventSystem:Fire(EventName.FINDWAY_ENDED)
- -- end
- end
-
- local npc = self:GetNpc(npc_id)
- if npc ~= nil then
- self:SetClickTarget(npc)
- end
- -- 如果已经在范围内了
- if GameMath_GetDistance(npcpos.x, npcpos.y, rolepos.x, rolepos.y, true) <= dist + 1 then
- action_func()
- else
- self:MainRoleMoveAndCancel(co.TableXY(npc_info.logic_x, npc_info.logic_y), dist, action_func,false)
- end
- end
-
- --[[
- * 移动并取消攻击对象等
- * @param point 目标点
- *
- ]]
- function Scene:MainRoleMoveAndCancel(point, range, end_function,is_fire_evt)
- if self:ChcekCanMove() == false then
- return
- end
- range = range or 0
-
- --定点移动
- self:MainRoleMove(point, range, end_function,is_fire_evt)
-
- if SkillManager.getInstance().currentSkillId ~= 0 then
- SkillManager.getInstance():setCurrentSkillId()
- end
- end
-
- --[[
- *获得该点下的出口
- * @param point
- * @return
- *
- ]]
- function Scene:GetExitByPoint(posX, posY,dist,enter_scene_id)
- dist = dist or 2
- enter_scene_id = enter_scene_id or 0
- for i,door in pairs(self.door_list) do
- local door_posX, door_posY = door:GetLogicPos()
- if GameMath.IsPointNear(posX, posY, door_posX, door_posY, dist) and (enter_scene_id == 0 or door.id == enter_scene_id) then
- return door
- end
- end
- return nil;
- end
-
- function Scene:GetExitByJump(posX, posY)
- for i,jumppoint in pairs(self.jumppoint_list) do
- local jump_posX, jump_posY = jumppoint:GetLogicPos()
- if GameMath.IsPointNear(posX, posY, jump_posX, jump_posY, 2) then
- return jumppoint
- end
- end
- return nil;
- end
-
- --[[
- 功能:主角走完后处理事件
- 其他.
- 作者:zsm
- ]]
- function Scene:RoleWalkCompleteHandler(not_fire_move_end)
- if self.is_clearing then --正在清理场景或者主角被锁定动作状态不能处理走完动作
- return
- end
- local main_role = self:GetMainRole()
- if main_role:IsInState(PoseState.ATTACK) or main_role:IsGhostMode() then
- return
- end
- if main_role.is_shoe_flying then
- return
- end
- self:clearGoToData()
- if not not_fire_move_end then
- GlobalEventSystem:Fire(SceneEventType.MAIN_ROLE_MOVE_END)
- end
-
- --场景加载完后加个cd限制,避免出生在传送阵附近又马上被传送走(前提是切换场景只会走一次传送门)
- if self.scene_load_view_complete_time and Time.time - self.scene_load_view_complete_time < 3 then
- return
- end
-
- --传送点
- local door = self:GetExitByPoint(self.main_role:GetLogicPos())
- local now_oper = OperateManager.Instance:GetNowSrcOper()
-
- -- if door ~= nil and (door:GetVo().is_same_scene or now_oper == nil or (now_oper.now_use_pair == nil and now_oper.total_pair == nil )
- -- or (now_oper.now_use_pair and now_oper.total_pair and now_oper.now_use_pair > now_oper.total_pair)) then
- if door ~= nil and (not now_oper or (not now_oper.now_use_pair and not now_oper.total_pair)
- or (now_oper.now_use_pair and now_oper.total_pair and now_oper.now_use_pair > now_oper.total_pair)) then
-
- local scene_info = ConfigItemMgr.Instance:GetSceneItem(door:GetVo().enter_scene_id)
- local function scene_door_callback()
- local temp_scene_id = door:GetVo().enter_scene_id
- local temp_send_type = SceneTransType.GateNear
- local temp_x, temp_y = 0, 0
- local task_send_type, task_find_vo = TaskModel:getInstance():GetChangeSceneType()
- if task_send_type and task_find_vo then
- temp_send_type = task_send_type
- temp_scene_id = task_find_vo.sceneId
- temp_x, temp_y = task_find_vo.x*SceneObj_LogicRealRatio_x, task_find_vo.y*SceneObj_LogicRealRatio_y
- end
- local data =
- {
- scene_id = temp_scene_id,
- send_type = temp_send_type,
- x = temp_x,
- y = temp_y,
- }
- --print("tanar: [Scene 2562]=> door:GetVo().x, door:GetVo().y: ",door:GetVo().x, door:GetVo().y)
- SceneController.Instance:ClientRequestChangeScene(-1,data)
- self.change_scene_request_time = Status.NowTime
- TaskModel:getInstance():SetChangeSceneType(false)
- end
- if self.change_scene_request_time == nil then
- scene_door_callback()
- elseif Status.NowTime - self.change_scene_request_time > 1.5 then
- scene_door_callback()
- end
- end
-
- -- self:CheckMainUICollectBtnState()
- end
-
- --设置下面那个函数的限定ID列表
- function Scene:SetCheckCollectBtnLimitIdList(list,all)
- self.check_collect_btn_limit_list = list
- self.check_collect_btn_all = all
- end
-
- --检测主界面采集按钮显示状态
- function Scene:CheckMainUICollectBtnState()
- if not(SceneManager:getInstance():IsMainCityAndFieldScene() or SceneManager:getInstance():IsTeamDungeonScene() or SceneManager:getInstance():IsGuildGuardDungeon()) then
- return
- end
- local vo = nil
- local x1, y1 = self.mainrole_vo.pos_x, self.mainrole_vo.pos_y
- local x2, y2 = nil
- local show_collect_btn = false
- local collect_vo = nil
- for v, monster in pairs(self.monster_list) do
- local vo = monster:GetVo()
- if self.check_collect_btn_all or (self.check_collect_btn_limit_list and self.check_collect_btn_limit_list[vo.type_id]) then
- if vo and (vo.type == MonsterType.COLLECT or vo.type == MonsterType.TASK_COLLECT or vo.type == MonsterType.MISSION_COLLECT or vo.type == MonsterType.UD_COLLECT) then
- x2, y2 = monster:GetRealPos()
- local dis = GameMath_GetDistance(x1, y1, x2, y2, false)
- if dis<= 150000 then
- show_collect_btn = true
- collect_vo = v
- break
- end
- end
- end
- end
- GlobalEventSystem:Fire(EventName.SHOW_MAINUI_COLLECT_BTN, show_collect_btn,collect_vo)
- end
-
-
- function Scene:ChcekCanMove()
- if self.mainrole_vo.chaosTime > 0 then
- Message.show("你处于混乱状态,暂时不能自由移动!")
- return false
- end
- return true
- end
-
- function Scene:CreateDoor(door_vo)
- local id = door_vo.enter_scene_id
- if door_vo.is_same_scene then
- id = door_vo.enter_scene_id.."-"..door_vo.index
- end
- local obj =
- {
- id = id,
- type = SapManager.ObjType.Door,
- pos = co.TableXY(door_vo.pixel_x,door_vo.pixel_y),
- size = co.TableXY(100,100),
- data = door_vo,
- }
- SapManager:getInstance():RegisterObj(obj)
- end
-
- function Scene:CreateJumpPoint(jumppoint_vo)
- local obj =
- {
- id = jumppoint_vo.instance_id,
- type = SapManager.ObjType.JumpPoint,
- pos = co.TableXY(jumppoint_vo.real_pos.x,jumppoint_vo.real_pos.y),
- size = co.TableXY(100,100),
- data = jumppoint_vo,
- }
- SapManager:getInstance():RegisterObj(obj)
- end
-
- function Scene:CreateWayPoint(waypoint_vo)
-
- if self.waypoint == nil then
- self.waypoint = WayPoint.New(waypoint_vo)
- end
-
- if self.waypoint then
- self.waypoint:InitWayPointVo(waypoint_vo)
- end
-
- return self.waypoint, true
- end
-
- --is_same_scene 是否场景
- function Scene:CreateMainRole()
- local main_role = MainRole.New(self.mainrole_vo)
-
- print("CreateMainRole 主角坐标:", main_role.vo.pos_x, main_role.vo.pos_y, Status.NowTime)
-
- local id = main_role.id
- self.role_list[id] = main_role
-
- self:SetMainRole(main_role)
- main_role:LoadInfoFromVo()
-
-
-
- GlobalEventSystem:Fire(EventName.CREATE_MAIN_ROLE_SUCCESS)
- GlobalEventSystem:Fire(EventName.SHOWRELIVEWINDOW,1) --关闭复活界面
- self.mapView:ResetSceneActionObjHeight()
- SkillManager:getInstance().joy_stick_dir = nil
- return main_role, true
- end
-
- function Scene:CreateRole(role_vo)
- if not self.main_role then
- return
- end
- local role_id = role_vo.role_id
-
- if role_id == RoleManager.Instance:GetMainRoleId() then
- self.mainrole_vo:ChangeFromVo(role_vo)
- return
- end
-
- -- 角色复活
- local exist_role = self.role_list[role_id]
- if exist_role then
- GlobalEventSystem:Fire(EventName.EXECUTE_DELEY_FIGHT_INFO)
- self:DeleteRole(role_id)
- end
-
- local role = self.role_pool:GetObjFreeList()
- if role == nil then
- role = Role.New()
- end
-
- self.role_list[role_id] = role
- role:InitRoleVo(role_vo)
- role:LoadInfoFromVo()
- return role, true
- end
-
- function Scene:CreateHookRole(role_vo)
- local role_id = role_vo.role_id
- local exist_role = self.hook_role_list[role_id]
- if exist_role then
- GlobalEventSystem:Fire(EventName.EXECUTE_DELEY_FIGHT_INFO)
- self:DeleteHookRole(role_id)
- end
-
- local role = self.hook_role_pool:GetObjFreeList()
- if role == nil then
- role = HookRole.New()
- end
-
- self.hook_role_list[role_id] = role
- role:InitRoleVo(role_vo)
- role:LoadInfoFromVo()
- return role, true
- end
-
- function Scene:CreatePartner(partner_vo)
- if not self.main_role then
- return
- end
- local partner_id = partner_vo.partner_id
- local exist_partner = self.partner_list[partner_id]
- if exist_partner then
- GlobalEventSystem:Fire(EventName.EXECUTE_DELEY_FIGHT_INFO)
- self:DeletePartner(partner_id)
- end
-
- local partner = self.partner_pool:GetObjFreeList()
- if partner == nil then
- partner = Partner.New()
- end
- self.partner_list[partner_id] = partner
- partner:InitPartnerVo(partner_vo)
- partner:LoadInfoFromVo()
-
- if lua_viewM.is_lock_screen then
- partner:SetModelHideFlag(SceneObj.ModelHideFlag.IndependentHide2, true)
- end
-
- return partner, true
- end
-
- function Scene:CreateNpc(npc_vo)
- local npc_exist = self.npc_list[tonumber(npc_vo.instance_id)]
- if npc_exist == nil then
- -- 见到才加载模式
- local obj =
- {
- id = npc_vo.instance_id,
- type = SapManager.ObjType.NPC,
- pos = co.TableXY(npc_vo.pos_x,npc_vo.pos_y),
- size = co.TableXY(100,100),
- data = npc_vo,
- }
- SapManager:getInstance():RegisterObj(obj)
- else
- npc_exist.vo = npc_vo
- npc_exist:SetCfgActionAndAngle()
- npc_exist:BindVoEvents()
- npc_exist:DoMove(co.TableXY(npc_vo.pos_x, npc_vo.pos_y))
- npc_exist.move_flag = MOVE_TYPE.NORMOL_MOVE
- end
- end
-
- function Scene:CreateMonster(monster_vo)
- local monster = self.monster_list[monster_vo.instance_id]
- if monster ~= nil then
- self.monster_pool:ReleaseObj(monster)
- self.monster_list[monster_vo.instance_id] = nil
- end
- monster = self.monster_pool:GetObjFreeList()
- if monster == nil then
- monster = Monster.New()
- end
- self.monster_list[monster_vo.instance_id] = monster
- monster:InitMonsterVo(monster_vo)
- monster:LoadInfoFromVo()
- if (self.is_hide_all_mon or monster:HasBlockSetting("monster")) and not self.scene_mgr:IsNotBlockMonsterScene() then
- monster:SetModelHideFlag(SceneObj.ModelHideFlag.RoleNumLimit, true)
- end
- return monster, true
- end
-
- function Scene:CreateOther(other_vo)
- local other = self.other_list[other_vo.instance_id]
- if other ~= nil then
- self.other_pool:ReleaseObj(other)
- self.other_list[other_vo.instance_id] = nil
- end
- other = self.other_pool:GetObjFreeList()
- if other == nil then
- other = Other.New()
- end
- self.other_list[other_vo.instance_id] = other
- other:InitOtherVo(other_vo)
- other:LoadInfoFromVo()
-
- return other, true
- end
-
-
- function Scene:CreateSprite(owner, owner_vo)
- local sprite = self.sprite_list[owner.id]
- if sprite ~= nil then
- self.sprite_pool:ReleaseObj(sprite)
- self.sprite_list[owner.id] = nil
- end
- sprite = self.sprite_pool:GetObjFreeList()
- if sprite == nil then
- sprite = Sprite.New()
- end
- self.sprite_list[owner.id] = sprite
- local sprite_vo = SpriteVo.New()
- sprite_vo:SetVo(owner:GetVo())
- sprite:InitSpriteVo(owner, sprite_vo)
- sprite:LoadInfoFromVo()
- return sprite, true
- end
-
- function Scene:DeleteSprite(instance_id )
- local sprite = self.sprite_list[instance_id]
- if sprite ~= nil then
- self.sprite_list[instance_id] = nil
- self.sprite_pool:ReleaseObj(sprite)
- end
- end
-
- ---------守护------
- function Scene:CreateEvil(owner, owner_vo)
- local evil = self.evil_list[owner.id]
- if evil ~= nil then
- self.evil_pool:ReleaseObj(evil)
- self.evil_list[owner.id] = nil
- end
- evil = self.evil_pool:GetObjFreeList()--自由动作列表
- if evil == nil then
- evil = Evil.New()
- end
- self.evil_list[owner.id] = evil
- local evil_vo = EvilVo.New()
- evil_vo:SetVo(owner:GetVo())
- evil:InitEvilVo(owner, evil_vo)
- evil:LoadInfoFromVo()
- return evil, true
- end
-
- function Scene:DeleteEvil(instance_id )
- local sprite = self.evil_list[instance_id]
- if sprite ~= nil then
- self.evil_list[instance_id] = nil
- self.evil_pool:ReleaseObj(sprite)
- end
- end
-
-
- ---------------------------------- 宠物相关 ----------------
- function Scene:CreatePokemon(owner,owner_vo)
- local pokemon = self.pokemon_list[owner.id]
- if pokemon ~= nil then
- self.pokemon_pool:ReleaseObj(pokemon)
- self.pokemon_list[owner.id] = nil
- end
- pokemon = self.pokemon_pool:GetObjFreeList()
- if pokemon == nil then
- pokemon = Pokemon.New()
- end
- self.pokemon_list[owner.id] = pokemon
- local pokemon_vo = PokemonVo.New()
- pokemon_vo:SetVo(owner.id, owner_vo.pokemon_id, owner_vo.pokemon_star)
- pokemon:InitPokemonVo(owner, owner_vo, pokemon_vo)
- pokemon:LoadInfoFromVo()
- return pokemon, true
- end
-
- function Scene:DeletePokemon(instance_id )
- local pokemon = self.pokemon_list[instance_id]
- if pokemon ~= nil then
- self.pokemon_list[instance_id] = nil
- self.pokemon_pool:ReleaseObj(pokemon)
- end
- end
-
- ---------------------------------- 宠物副本协战宠物相关 ----------------
- function Scene:CreateAssisitPokemon(owner,owner_vo,assisit_pokemon_id,index)
- local assisit_pokemon = nil
- if self.assisit_pokemon_list[owner.id] and self.assisit_pokemon_list[owner.id][index] then
- assisit_pokemon = self.assisit_pokemon_list[owner.id][index]
- end
- if assisit_pokemon ~= nil then
- self.assisit_pokemon_pool:ReleaseObj(assisit_pokemon)
- self.assisit_pokemon_list[owner.id][index] = nil
- end
- assisit_pokemon = self.assisit_pokemon_pool:GetObjFreeList()
- if assisit_pokemon == nil then
- assisit_pokemon = AssisitPokemon.New()
- end
- self.assisit_pokemon_list[owner.id] = self.assisit_pokemon_list[owner.id] or {}
- self.assisit_pokemon_list[owner.id][index] = assisit_pokemon
- local assisit_pokemon_vo = AssisitPokemonVo.New()
-
- local assisit_pokemon_data = PetModel:getInstance():GetPetListById(assisit_pokemon_id)
- local assisit_pokemon_star = 1
- if assisit_pokemon_data then
- assisit_pokemon_star = assisit_pokemon_data.pet_star
- end
-
- assisit_pokemon_vo:SetVo(owner.id, assisit_pokemon_id, assisit_pokemon_star,index)
- assisit_pokemon:InitPokemonVo(owner, owner_vo, assisit_pokemon_vo)
- assisit_pokemon:LoadInfoFromVo()
- return assisit_pokemon, true
- end
-
- function Scene:DeleteAssisitPokemon(instance_id ,index)
- local assisit_pokemon = nil
- if self.assisit_pokemon_list[instance_id] and self.assisit_pokemon_list[instance_id][index] then
- assisit_pokemon = self.assisit_pokemon_list[instance_id][index]
- end
- if assisit_pokemon ~= nil then
- self.assisit_pokemon_list[instance_id][index] = nil
- self.assisit_pokemon_pool:ReleaseObj(assisit_pokemon)
- end
- end
-
- ---------------------------------- ai娘相关 ----------------
- function Scene:CreatePet(owner,owner_vo)
- local pet = self.pet_list[owner.id]
- if pet ~= nil then
- self.pet_pool:ReleaseObj(pet)
- self.pet_list[owner.id] = nil
- end
- pet = self.pet_pool:GetObjFreeList()
- if pet == nil then
- pet = Pet.New()
- end
- self.pet_list[owner.id] = pet
- local pet_vo = PetVo.New()
- pet_vo:SetVo(owner.id, owner_vo.pet_id)
- pet:InitPetVo(owner, owner_vo, pet_vo)
- pet:LoadInfoFromVo()
- return pet, true
- end
-
- function Scene:DeletePet(instance_id )
- local pet = self.pet_list[instance_id]
- if pet ~= nil then
- self.pet_list[instance_id] = nil
- self.pet_pool:ReleaseObj(pet)
- end
- end
- ---------------------------------- 宝宝相关 ----------------
- function Scene:CreateBaby(owner,owner_vo)
- local baby = self.baby_list[owner.id]
- if baby ~= nil then
- self.baby_pool:ReleaseObj(baby)
- self.baby_list[owner.id] = nil
- end
- baby = self.baby_pool:GetObjFreeList()
- if baby == nil then
-
- baby = Baby.New()
- end
- self.baby_list[owner.id] = baby
-
-
- local baby_vo = BabyVo.New()
- baby_vo:SetVo(owner.id, owner_vo,owner_vo.baby_id)
- baby:InitBabyVo(owner, owner_vo, baby_vo)
- baby:LoadInfoFromVo()
- return baby, true
- end
-
- function Scene:DeleteBaby(instance_id)
- local baby = self.baby_list[instance_id]
- if baby ~= nil then
- self.baby_list[instance_id] = nil
- self.baby_pool:ReleaseObj(baby)
- end
- end
-
- ----------------------本服团战粮草护送相关---------------
- function Scene:CreateGWFollower(owner)
- local gwfollower = self.gwfollower_list[owner.id]
- if gwfollower ~= nil then
- self.gwfollower_pool:ReleaseObj(gwfollower)
- self.gwfollower_list[owner.id] = nil
- end
- gwfollower = self.gwfollower_pool:GetObjFreeList()
- if gwfollower == nil then
- gwfollower = GWFollower.New()
- end
- self.gwfollower_list[owner.id] = gwfollower
- local gwfollower_vo = GWFollowerVo.New()
- gwfollower_vo:SetVo(owner:GetVo())
- gwfollower:InitGWFollowerVo(owner, gwfollower_vo)
- gwfollower:LoadInfoFromVo()
- return gwfollower, true
- end
-
- function Scene:DeleteGWFollower(instance_id )
- local gwfollower = self.gwfollower_list[instance_id]
- if gwfollower ~= nil then
- self.gwfollower_list[instance_id] = nil
- self.gwfollower_pool:ReleaseObj(gwfollower)
- end
- end
- ------------------------------------------------------------------
-
- ----------------------跳一跳跳台相关---------------
- function Scene:CreateJumpOneStep(vo, step_id)
- local jump_one_step = self.jump_one_step_list[step_id]
- if jump_one_step ~= nil then
- self.jump_one_step_pool:ReleaseObj(jump_one_step)
- self.jump_one_step_pool[step_id] = nil
- end
- jump_one_step = self.jump_one_step_pool:GetObjFreeList()
- if jump_one_step == nil then
- jump_one_step = JumpOneStep.New()
- end
- self.jump_one_step_list[step_id] = jump_one_step
- jump_one_step:InitStepVo(vo)
- return jump_one_step, true
- end
-
- function Scene:DeleteJumpOneStep(step_id )
- local jump_one_step = self.jump_one_step_list[step_id]
- if jump_one_step ~= nil then
- self.jump_one_step_list[step_id] = nil
- self.jump_one_step_pool:ReleaseObj(jump_one_step)
- end
- end
- ------------------------------------------------------------------
-
-
- -------------家园建筑宝宝相关
- function Scene:CreateBuildBaby(build_baby_vo)
- local buildBaby = self.build_baby_list[build_baby_vo.instance_id]
- if buildBaby == nil then
- buildBaby = BuildBaby.New()
- self.build_baby_list[build_baby_vo.instance_id] = buildBaby
- buildBaby:InitBuildtBabyVo(build_baby_vo)
- buildBaby:LoadInfoFromVo()
- end
- return buildBaby,true
- end
-
- function Scene:DeleteBuildBaby( build_baby_id )
- local buildBaby = self.build_baby_list[build_baby_id]
- if buildBaby ~= nil then
- self.build_baby_list[build_baby_id]:DeleteMe()
- self.build_baby_list[build_baby_id] = nil
- end
- end
-
-
-
-
-
- ----------------------家园相关---------------
- function Scene:CreateBuild(build_vo)
- local build = self.build_list[build_vo.instance_id]
- if build == nil then
- build = Build.New()
- self.build_list[build_vo.instance_id] = build
- end
- build:InitBuildtVo(build_vo)
- build:LoadInfoFromVo()
-
- return build, true
- end
-
- function Scene:DeleteBuild( build_id )
- local build = self.build_list[build_id]
- if build ~= nil then
- self.build_list[build_id]:DeleteMe()
- self.build_list[build_id] = nil
- end
- end
- function Scene:CreateFurniture(furniture_vo)
- local furniture = self.furniture_list[furniture_vo.instance_id]
-
- if furniture == nil then
- furniture = Furniture.New()
- self.furniture_list[furniture_vo.instance_id] = furniture
- end
-
- furniture:InitFurnituretVo(furniture_vo)
- furniture:LoadInfoFromVo()
-
- return furniture, true
- end
- function Scene:DeleteFurniture( furniture_id )
- local furniture = self.furniture_list[furniture_id]
- if furniture ~= nil then
- self.furniture_list[furniture_id]:DeleteMe()
- self.furniture_list[furniture_id] = nil
- end
- end
- ------------------------------------------------------------------
-
- function Scene:CreateDropObj(drop_vo,center_x,center_y)
- local drop = self.drop_list[drop_vo.drop_id]
- if drop ~= nil then
- self.drop_pool:ReleaseObj(drop)
- self.drop_list[drop_vo.drop_id] = nil
- end
- drop = self.drop_pool:GetObjFreeList()
- if drop == nil then
- drop = SceneDropObj.New()
- end
- drop:InitDropVo(drop_vo,center_x,center_y)
-
- self.drop_list[drop_vo.drop_id] = drop
- GlobalEventSystem:DelayFire(EventName.EVIL_AUTO_PICK)
- return drop, true
- end
-
- --删除某个人的掉落当他离开场景
- function Scene:DeleteDropWhenLeaveScene(role_id)
- for k,drop in pairs(self.drop_list) do
- local vo = drop:GetDropVo()
- if vo and vo.role_id == role_id then
- --如果是自己的先显示提示
- if vo.role_id == RoleManager.Instance:GetMainRoleId() then
- drop:ShowDropTip()
- end
- self:DeleteDropObj(vo.drop_id)
- end
- end
- end
-
- function Scene:DeleteRole( role_id )
- local obj = self.role_list[role_id]
- if obj ~= nil then
- if obj == self.main_role then
- print("warning:try to remove mainrole as normal role , failed!")
- return
- end
- --删除该对象的闭包函数
- local del_role_func = function ( )
- self.role_list[role_id] = nil
- self.role_pool:ReleaseObj(obj)
- end
- if self.is_in_update then
- --更新过程中延时删除
- table_insert(self.delay_handle_funcs, del_role_func)
- else
- --直接删除对象
- del_role_func()
- end
-
- if obj == self.curr_click_target then
- self:CancelClickTarget(true)
- end
- end
- end
-
- --删除离线挂机角色
- function Scene:DeleteHookRole(role_id)
- local obj = self.hook_role_list[role_id]
- if obj then
- self.hook_role_pool:ReleaseObj(obj)
- self.hook_role_list[role_id] = nil
- end
- end
-
- function Scene:DeletePartner( partner_id )
- local obj = self.partner_list[partner_id]
- if obj ~= nil then
- local del_partner_func = function ( )
- self.partner_list[partner_id] = nil
- self.partner_pool:ReleaseObj(obj)
- end
- if self.is_in_update then
- --更新过程中延时删除
- table_insert(self.delay_handle_funcs, del_partner_func)
- else
- --直接删除对象
- del_partner_func()
- end
- end
- end
-
- function Scene:GetMonsterDeadBody(instance_id)
- for _, monster in pairs(self.dead_body_list) do
- if monster.id == instance_id then
- return monster
- end
- end
- return nil
- end
-
- function Scene:DeleteMonster( instance_id )
- local monster = self.monster_list[instance_id]
- if monster ~= nil then
- self.monster_list[instance_id] = nil
-
- --把怪物尸体放到另一个队列里
- self.dead_body_count = self.dead_body_count + 1
- self.dead_body_list[self.dead_body_count] = monster
- monster:SetDeadBodyID(self.dead_body_count)
-
- --如果不是死亡时的删除,要让怪物Fade渐隐
- if not monster:IsDead() then
- local dead_body_id = self.dead_body_count
- self:DeleteDeadBody(dead_body_id)
- end
-
- if monster == self.curr_click_target then
- self:CancelClickTarget()
- end
- end
- end
-
- function Scene:DeleteOther( instance_id )
- local other = self.other_list[instance_id]
- if other ~= nil then
- self.other_list[instance_id] = nil
- self.other_pool:ReleaseObj(other)
- end
- end
-
- --删除怪物尸体
- function Scene:DeleteDeadBody(dead_body_id)
- local obj = self.dead_body_list[dead_body_id]
- if obj then
- self.monster_pool:ReleaseObj(obj)
- self.dead_body_list[dead_body_id] = nil
- end
- end
-
- function Scene:DeleteDoor( enter_scene_id )
- SapManager:getInstance():UnRegisterObj(SapManager.ObjType.Door,enter_scene_id)
- end
-
- function Scene:DeleteJumpPoint( id )
- SapManager:getInstance():UnRegisterObj(SapManager.ObjType.JumpPoint,id)
- end
-
- function Scene:DeleteNpc( ins_id )
- SapManager:getInstance():UnRegisterObj(SapManager.ObjType.NPC,ins_id)
- end
-
- function Scene:DeleteDropObj( drop_id )
- local drop = self.drop_list[drop_id]
- if drop ~= nil then
- self.drop_pool:ReleaseObj(drop)
- self.drop_list[drop_id] = nil
- end
- end
-
- function Scene:DeleteWayPoint( id )
-
- if self.waypoint ~= nil then
- self.waypoint:DeleteMe()
- self.waypoint = nil
- end
- end
-
- function Scene:clearGoToData()
- self.goToPos = nil
- self.goToFunc = nil
- end
-
- function Scene:ClearScene(clear_doors_npcs_jumps)
- if clear_doors_npcs_jumps == nil then
- clear_doors_npcs_jumps = true
- end
- if clear_doors_npcs_jumps then
- self.is_clearing = true
- end
-
- --先清空所有对象列表 再执行DeleteMe 避免执行DeleteMe操作的过程中调用列表 导致vo为nil
- local role_delete_list_proxy = self.role_list
- self.role_list = {}
-
- local partner_delete_list_proxy = self.partner_list
- self.partner_list = {}
-
- local monster_delete_list_proxy = self.monster_list
- self.monster_list = {}
-
- local dead_body_delete_list_proxy = self.dead_body_list
- self.dead_body_list = {}
-
- local other_delete_list_proxy = self.other_list
- self.other_list = {}
-
- local drop_delete_list_proxy = self.drop_list
- self.drop_list = {}
-
- local sprite_delete_list_proxy = self.sprite_list
- self.sprite_list = {}
-
- local evil_delete_list_proxy = self.evil_list
- self.evil_list = {}
-
- local pet_delete_list_proxy = self.pet_list
- self.pet_list = {}
-
- local pokemon_delete_list_proxy = self.pokemon_list
- self.pokemon_list = {}
-
- local assisit_pokemon_delete_list_proxy = self.assisit_pokemon_list
- self.assisit_pokemon_list = {}
-
- local baby_delete_list_proxy = self.baby_list
- self.baby_list = {}
-
- local gwflollower_delete_list_proxy = self.gwfollower_list
- self.gwfollower_list = {}
-
- local grave_delete_list_proxy = self.grave_list
- self.grave_list = {}
-
- local hook_role_delete_list_proxy = self.hook_role_list
- self.hook_role_list = {}
-
- local build_delete_list_proxy = self.build_list
- self.build_list = {}
-
- local jump_one_step_delete_list_proxy = self.jump_one_step_list
- self.jump_one_step_list = {}
-
-
- local furniture_delete_list_proxy = self.furniture_list
- self.furniture_list = {}
-
- -- local build_baby_delete_list_proxy = self.build_baby_list
- -- for _,v in ipairs(build_baby_delete_list_proxy) do
- -- v:DeleteMe()
- -- end
- -- self.build_baby_list = {}
-
- for _, v in pairs(build_delete_list_proxy) do
- v:DeleteMe()
- end
- for _, v in pairs(furniture_delete_list_proxy) do
- v:DeleteMe()
- end
-
- for _, v in pairs(role_delete_list_proxy) do
- if self.main_role ~= v then
- self.role_pool:ReleaseObj(v)
- end
- end
-
- for _, v in pairs(partner_delete_list_proxy) do
- self.role_pool:ReleaseObj(v)
- end
-
- for _, v in pairs(monster_delete_list_proxy) do
- self.monster_pool:ReleaseObj(v)
- end
-
- for _, v in pairs(dead_body_delete_list_proxy) do
- self.monster_pool:ReleaseObj(v)
- end
-
-
- for _, v in pairs(other_delete_list_proxy) do
- self.other_pool:ReleaseObj(v)
- end
-
- for _, v in pairs(drop_delete_list_proxy) do
- self.drop_pool:ReleaseObj(v)
- end
-
- for _, v in pairs(sprite_delete_list_proxy) do
- self.sprite_pool:ReleaseObj(v)
- end
-
- for _, v in pairs(evil_delete_list_proxy) do
- self.evil_pool:ReleaseObj(v)
- end
-
- for _, v in pairs(pet_delete_list_proxy) do
- self.pet_pool:ReleaseObj(v)
- end
-
- for _, v in pairs(pokemon_delete_list_proxy) do
- self.pokemon_pool:ReleaseObj(v)
- end
-
- for _, list in pairs(assisit_pokemon_delete_list_proxy) do
- for _, v in pairs(list) do
- self.assisit_pokemon_pool:ReleaseObj(v)
- end
- end
-
- for _, v in pairs(baby_delete_list_proxy) do
- self.baby_pool:ReleaseObj(v)
- end
-
- for _, v in pairs(gwflollower_delete_list_proxy) do
- self.gwfollower_pool:ReleaseObj(v)
- end
-
- for _, v in pairs(jump_one_step_delete_list_proxy) do
- self.jump_one_step_pool:ReleaseObj(v)
- end
-
- for _, v in pairs(grave_delete_list_proxy) do
- self.grave_pool:ReleaseObj(v)
- end
-
- for _, v in pairs(hook_role_delete_list_proxy) do
- self.hook_role_pool:ReleaseObj(v)
- end
-
- self:clearGoToData()
- if clear_doors_npcs_jumps then
- for _, v in pairs(self.npc_list) do
- self.npc_pool:ReleaseObj(v)
- end
- self.npc_list = {}
-
- for _, v in pairs(self.door_list) do
- v:DeleteMe()
- end
- self.door_list = {}
-
- for _, v in pairs(self.jumppoint_list) do
- v:DeleteMe()
- end
- self.jumppoint_list = {}
- end
-
- if self.waypoint then
- self.waypoint:DeleteMe()
- self.waypoint = nil
- end
-
- LuaViewManager:getInstance():ClearTimer()
-
- --清除所有粒子特效
- ParticleManager:getInstance():DelAllEffects(clear_doors_npcs_jumps)
-
- --主角最后删除
- if self.main_role then
- self.main_role:DeleteMe()
- self.main_role = nil
- end
-
- self.enable_click_screen = true
- self.curr_click_target = false
- self.manual_target = false
- self.find_monster_pos = false
-
- if self.click_target_effect then
- destroy(self.click_target_effect)
- self.effect_res = nil
- self.click_target_effect = nil
- self.recreate_target_effect = false
- end
-
- -- OperateManager.Instance:ClearAllPokemonSrcOper()
- end
-
- function Scene:UnBindMainRoleVo()
- if self.main_role then
- self.main_role:UnBindVo()
- end
- end
-
- function Scene:MainRoleMove(end_pos, range, end_function,is_fire_evt)
- self:clearGoToData()
- local orign_end_pos = Vector2(end_pos.x, end_pos.y) --一开始传进来的结束坐标,用来跳跃后重新计算路径
- range = range or 0
- if range > 0 then
- local start_pos = Vector2(self.main_role:GetLogicPos())
- local path_info = self.mapView:FindWay(start_pos, Vector2(end_pos.x, end_pos.y), range)
- if path_info then
- local total_point = #path_info
- if total_point >= 1 then
- local game_end_pos = path_info[total_point]
- end_pos.x, end_pos.y = game_end_pos.x, game_end_pos.y
- end
- end
- end
- self.goToPos = end_pos
- self.goToFunc = end_function
- is_fire_evt = is_fire_evt == nil and true or is_fire_evt
- local function end_func()
- self:clearGoToData()
- if is_fire_evt then
- GlobalEventSystem:Fire(EventName.FINDWAY_ENDED)
- end
- if end_function ~= nil then
- end_function()
- end
- end
- OperateManager.Instance:StartMoveAction(end_pos, end_func, orign_end_pos, range)
- end
-
- function Scene:GetRole(role_id)
- if role_id == RoleManager.Instance:GetMainRoleId() then
- return self:GetMainRole()
- end
- return self.role_list[role_id]
- end
-
- function Scene:GetAllRole()
- return self.role_list
- end
-
- --rx,ry玩家真实坐标
- --flag 玩家移动方式
- -- args_1, args_2, args_3, args_4 移动自定义参数
- function Scene:RoleMove(role_id, rx, ry, flag, args_1, args_2, args_3, args_4)
- flag = flag or 0
- x = rx or 0
- y = ry or 0
- local role = self:GetRole(role_id)
- if role ~= nil then
- role.move_flag = flag
- local end_pos = co.TempVector2(x, y)
- if flag == MOVE_TYPE.NORMOL_MOVE then --正常移动
- if not role:IsInState(PoseState.JUMP) then
- role:FindPathAndMove(end_pos)
- end
- elseif flag == MOVE_TYPE.JUMP then -- 跳跃
- role:DoJumpFromRoleMove(args_1, args_2, args_3, args_4, Role.MULTI_JUMP_TYPE.Jump_1)
- elseif flag == MOVE_TYPE.ACCELERATE then --加速
- role:FindPathAndMove(end_pos)
- elseif flag == MOVE_TYPE.FLASH then --闪现闪避
- local dir = co.TableXY(end_pos.x - role.real_pos.x, end_pos.y - role.real_pos.y)
- role:SetDirection(dir)
- role:DoFlash(end_pos)
- elseif flag == MOVE_TYPE.RUSH then --冲刺
- role:DoRush(end_pos)
- elseif flag == MOVE_TYPE.BLINK then --瞬移
- role:SetRealPos(x,y)
- role:DoStand()
- elseif flag == MOVE_TYPE.TASK_JUMP then --任务三段跳
- role:DoJumpFromRoleMove(args_1, args_2, args_3, args_4, Role.MULTI_JUMP_TYPE.Jump_2)
- else
- end
- role:GetVo().pos_x = end_pos.x
- role:GetVo().pos_y = end_pos.y
-
- end_pos:DeleteV()
- else
- -- print("warning! can not find a role to handle move response!")
- end
- end
-
- function Scene:MonsterMove(instance_id, pos_x, pos_y, speedFlag, endDirState)
- speedFlag = speedFlag or 0
- local monster = self:GetMonster(instance_id)
- if monster ~= nil then
- if self.monster_move_end_pos == nil then
- self.monster_move_end_pos = {x = pos_x, y = pos_y}
- else
- self.monster_move_end_pos.x, self.monster_move_end_pos.y = pos_x, pos_y
- end
- if lua_viewM.is_lock_screen then
- monster:SetRealPos(self.monster_move_end_pos.x,self.monster_move_end_pos.y)
- else
- -- monster:SetMoveEndPos(pos_x,pos_y)
- monster:FindPathAndMove(self.monster_move_end_pos)
- end
- end
- end
-
- function Scene:PartnerMove(instance_id, pos_x, pos_y, speedFlag, endDirState)
- speedFlag = speedFlag or 0
- local partner = self:GetPartner(instance_id)
- if partner ~= nil then
- local end_pos = co.TableXY(pos_x, pos_y)
- partner:FindPathAndMove(end_pos)
- end
- end
-
- function Scene:OtherMove(instance_id, pos_x, pos_y, speedFlag, endDirState)
- speedFlag = speedFlag or 0
- local other = self:GetOther(instance_id)
- if other ~= nil then
- local end_pos = co.TableXY(pos_x, pos_y)
- other:FindPathAndMove(end_pos)
- end
- end
-
- function Scene:NpcMove(instance_id, pos_x, pos_y, dir, dist, speedFlag, endDirState)
- speedFlag = speedFlag or 0
- local npc = self:GetNpc(instance_id)
- if npc ~= nil then
- local real_x, real_y = npc:GetRealPos()
- if GameMath_GetDistance(real_x, real_y, pos_x, pos_y, false) > dist * dist then
- co.NormaliseXYTable(dir)
- local end_pos = co.TableXY(pos_x + dir.x * (dist - 10), pos_y + dir.y * (dist - 10))
- npc:FindPathAndMove(end_pos)
- end
- end
- end
-
- function Scene:MainRoleDirectionMove(dir)
- if not self.scene_mgr:IsSceneStart() then
- return
- end
- if dir == nil then
- --松开摇杆,重置寻路状态
- self:ResetUserManulState()
- if not self.main_role or not self.main_role.joy_jump_state then
- OperateManager.Instance:StopMove()
- end
- if self.main_role and self.main_role:CanMove() then
- self.main_role:ForceSendPos()
- end
- self.main_camera:JoyStickState(false)
- else
- if self.main_role and self.main_role.story_cfg then
- return
- end
- --手动操作重置状态
- local task_change_scene_type = TaskModel:getInstance():GetChangeSceneType()
- if task_change_scene_type then
- TaskModel:getInstance():SetChangeSceneType(false, false)
- end
- self.main_camera:JoyStickState(true)
- if not self.main_role or not self.main_role.joy_jump_state then
- OperateManager.Instance:ClearSrcOper()
- end
- if self.main_role then
- self.main_role:DoDirectionMove(dir)
- end
- end
- end
-
- --is_hook 是否挂机
- function Scene:MainRoleSkillMove(dir,elapse_time,is_hook)
- if not self.main_role then
- return
- end
-
- if dir == nil then
- self.main_role:DoSkillMoveEnd(dir,elapse_time)
- return
- end
-
- self.main_camera:JoyStickState(true)
- if not self.main_role or not self.main_role.joy_jump_state then
- OperateManager.Instance:ClearSrcOper()
- end
-
- if self.main_role then
- self.main_role:DoSkillMove(dir,elapse_time,is_hook)
- end
- end
-
- function Scene:UpdateRole()
- if self.update_role_name or self.update_role_mode then
- for id, role in pairs(self.role_list) do
- if self.update_role_name then
- role:UpdateName()
- end
- if self.update_role_mode then
- role:ChangeModeHide()
- end
- end
- self.update_role_name = false
- self.update_role_mode = false
- end
- end
-
- function Scene:UpdateMonster()
- if self.update_monster_name then
- for id, mon in pairs(self.monster_list) do
- mon:UpdateName()
- end
- self.update_monster_name = false
- end
- end
-
- function Scene:UpdatePartner()
- if self.update_partner_name then
- for id, partner in pairs(self.partner_list) do
- partner:UpdateName()
- end
- self.update_partner_name = false
- end
- end
-
- function Scene:UpdateNpc()
- end
-
- function Scene:LateUpdate(now_time, elapse_time)
- if not self.scene_data_loaded then
- return
- end
-
- local cam_pos = self.main_camera:GetCameraPos()
- if cam_pos then
- self.mapView:Update( cam_pos )
- SapManager:getInstance():Update(cam_pos)
- end
- self.is_in_update = true
- self.late_update_scene_times_index = self.late_update_scene_times_index + 1
- self.late_update_elapse_time = self.late_update_elapse_time + elapse_time
-
- for _, v in pairs(self.role_list) do
- if v ~= self.main_role then
- if v:CanUpdate() then
- v:Update(now_time, self.late_update_elapse_time)
- else
- v:AddIgnoreUpdateIndex()
- end
- end
- end
-
- for _, v in pairs(self.other_list) do
- if v:CanUpdate() then
- v:Update(now_time, self.late_update_elapse_time)
- else
- v:AddIgnoreUpdateIndex()
- end
- end
-
- for _, v in pairs(self.sprite_list) do
- if v.IsMainRoleSprite and v:IsMainRoleSprite() then
- v:MainRoleUpdate(now_time, self.late_update_elapse_time)
- else
- if v:CanUpdate() then
- v:OtherRoleUpdate(now_time, self.late_update_elapse_time)
- else
- v:AddIgnoreUpdateIndex()
- end
- end
- end
-
- for _, v in pairs(self.evil_list) do
- if v:CanUpdate() then
- v:Update(now_time, self.late_update_elapse_time)
- else
- v:AddIgnoreUpdateIndex()
- end
- end
-
- -- for _, v in pairs(self.partner_list) do
- -- if v:CanUpdate() then
- -- v:Update(now_time, self.late_update_elapse_time)
- -- else
- -- v:AddIgnoreUpdateIndex()
- -- end
- -- end
-
- for _, v in pairs(self.pet_list) do
- if v:CanUpdate() then
- v:Update(now_time, self.late_update_elapse_time)
- else
- v:AddIgnoreUpdateIndex()
- end
- end
-
- for _, v in pairs(self.pokemon_list) do
- if v:CanUpdate() then
- v:Update(now_time, self.late_update_elapse_time)
- else
- v:AddIgnoreUpdateIndex()
- end
- end
-
- for _, list in pairs(self.assisit_pokemon_list) do
- for _,v in pairs(list) do
- if v:CanUpdate() then
- v:Update(now_time, self.late_update_elapse_time)
- else
- v:AddIgnoreUpdateIndex()
- end
- end
- end
-
- for _, v in pairs(self.baby_list) do
- if v:CanUpdate() then
- v:Update(now_time, self.late_update_elapse_time)
- else
- v:AddIgnoreUpdateIndex()
- end
- end
-
- for _, v in pairs(self.gwfollower_list) do
- if v:CanUpdate() then
- v:Update(now_time, self.late_update_elapse_time)
- else
- v:AddIgnoreUpdateIndex()
- end
- end
-
-
- for _, v in pairs(self.jump_one_step_list) do
- --if v:CanUpdate() then
- v:Update(now_time, self.late_update_elapse_time)
- --else
- --v:AddIgnoreUpdateIndex()
- --end
- end
-
-
- for _, v in pairs(self.npc_list) do
- if v:CanUpdate() then
- v:Update(now_time, self.late_update_elapse_time)
- else
- v:AddIgnoreUpdateIndex()
- end
- end
- -- for _, v in pairs(self.door_list) do
- -- v:Update(now_time, self.late_update_elapse_time)
- -- end
-
-
- for _, v in pairs(self.drop_list) do
- if v:IsFinishState() then
- self:DeleteDropObj(v:GetDropId())
- else
- v:Update(now_time, self.late_update_elapse_time)
- end
- end
-
- if not lua_viewM.is_lock_screen then
- for _, v in pairs(self.hook_role_list) do
- if v:CanUpdate() then
- v:Update(now_time, self.late_update_elapse_time)
- else
- v:AddIgnoreUpdateIndex()
- end
- end
- end
-
- self.late_update_elapse_time = 0
-
- self.is_in_update = false
-
- --调用延时函数(避免回调过程出错对应列表始终不清空)
- if not IsTableEmpty(self.delay_handle_funcs) then
- local delay_funcs = self.delay_handle_funcs
- self.delay_handle_funcs = {}
- for _, v in pairs(delay_funcs) do
- if v then
- v()
- end
- end
- end
-
- if not self.scene_mgr:IsSceneStart() then
- return
- end
-
- if self.late_update_scene_times_index % 13 == 0 then
- self:UpdateRole()
- end
- if self.late_update_scene_times_index % 13 == 0 then
- self:UpdateMonster()
- end
-
- -- if self.late_update_scene_times_index % 20 == 0 then
- -- self:UpdateNpc()
- -- end
-
- if rawget(self, "main_role") and not self.main_role.disabled then
- if self.late_update_scene_times_index % 7 == 0 then
- self:UpdateAutoFight()
- elseif self.late_update_scene_times_index % 61 == 0 then
- self:UpdateClickTargetEffect()
- elseif self.late_update_scene_times_index % 101 == 0 then
- self:UpdateRoleVisibleState()
- end
- end
-
- if self.last_find_jump_nearest_vo_time and Time.time - self.last_find_jump_nearest_vo_time > 3 then
- print("tanar: [Scene 3904]=> self.last_find_jump_nearest_vo_time: ",self.last_find_jump_nearest_vo_time)
- self.last_find_jump_nearest_vo_time = nil
- end
-
- local guild_model = GuildModel:getInstance()
- if self.scene_mgr:IsPetDungeon() then
- --宠物副本需要检测buff球距离
- if self.late_update_scene_times_index % 25 == 0 then
- self:CheckBuffBall()
- end
- elseif self.scene_mgr:IsGuildScene() and guild_model:IsGuildCollectActive() then
- --社团封印裂隙活动自动采集状态需要自动寻路去找采集怪
- if self.late_update_scene_times_index % 31 == 0 and guild_model:IsAutoGuildCollectState() then
- --只在角色站立不动没事干且状态为自动社团采集状态时才执行自动寻路逻辑
- if self.main_role:IsInState(PoseState.WAITSTAND) or self.main_role:IsInState(PoseState.STAND) then
- guild_model:Fire(GuildModel.AUTO_FIND_WAY_TO_GUILD_COLLECT_MON)
- end
- end
- elseif self.scene_mgr:IsGuildCSGRScene() and guild_model:IsCSGRInCollectRound() then
- -- 本国团战如果处于采集阶段并激活了自动采集则需要自动寻找最近的采集物
- if self.late_update_scene_times_index % 62 == 0 and guild_model:GetCSGRAUtoCollectStatus() then
- -- 只在角色站立不动没事干且状态为自动采集状态时才执行自动寻路逻辑
- if self.main_role:IsInState(PoseState.WAITSTAND) or self.main_role:IsInState(PoseState.STAND) then
- guild_model:CSGRAutoCollect()
- end
- end
- -- elseif (self.escort_model and self.escort_model:IsEscortState() and self.escort_model.not_pause ) or (EscortModel:GetInstance():IsEscortState() and EscortModel:GetInstance().not_pause )then--在护送的时候要检测怪的距离(暂时 不确定性能会不会有很大影响 应该不会)
- -- self:CheckEscortDistance()
- end
- end
-
- function Scene:Update( now_time, elapse_time )
- local preload_max_time = self.preload_max_time
- -- if self.is_first_enter_game or self.is_first_enter_scene or self.load_scene_timeout_max then
- -- preload_max_time = preload_max_time * 2
- -- end
- -- if SystemMemoryLevel.Cur == SystemMemoryLevel.Hight then
- -- preload_max_time = preload_max_time * 0.75
- -- end
-
- --预加载超时关闭
- if self.start_preload_sceneObjRes_time and now_time - self.start_preload_sceneObjRes_time >= preload_max_time then
- self:PreLoadSceneObjResCompleted()
- if self.sceneLoadView then
- self.load_progress_finished = true
- self.scene_data_loaded = true
- self.sceneLoadView.scene_load_progress_finished = true
- self.start_preload_sceneObjRes_time = nil
- end
- GlobalEventSystem:Fire(EventName.TIMEOUT_ENTER_SCENE)
- end
- if self.sceneLoadView and self.sceneLoadView:HasOpen() then
- -- if self.sceneLoadView.scene_load_progress_finished and self.scene_data_loaded and self.preload_res_is_loaded then
- if self.sceneLoadView.scene_load_progress_finished and self.scene_data_loaded then
- LuaMemManager:getInstance():checkToReleaseMem(true)
- self.load_progress_finished = true
- self:CloseSceneLoadView()
- GlobalEventSystem:Fire(EventName.NOTICE_SCENE_LOAD_WILL_COMPLETE)
- self.scene_load_view_complete_time = Time.time
- end
- if not self.sceneLoadView.hide_load_progress then
- return
- end
- end
-
- if self.main_role then
- self.main_role:Update(now_time, elapse_time)
-
- if self.find_monster_pos then
- local x,y = self.main_role:GetRealPos()
- if GameMath_GetDistance(x,y,self.find_monster_pos.x,self.find_monster_pos.y,false) <= self.find_monster_distance * self.find_monster_distance then
- local attack_list = self:FindTargets(Scene.FIND_TARGET_TYPE.all, 1, nil, self.find_monster_distance, nil, nil, nil, nil, nil, nil, nil, nil, nil, true,nil,false)
- if attack_list and attack_list[1] then
- if self.main_role:GetMainRoleInBabyDunFlag() then -- 宝宝副本,走宝宝副本的挂机技能
- self.SkillMgr:PrepareAutoFightSkillInBabyDun()
- else
- self.SkillMgr:PrepareAutoFightSkill()
- end
-
- local obj_type = attack_list[1].obj_type
- if obj_type == SceneBaseType.Role then
- self:MainRoleAttackRole(attack_list[1])
- elseif obj_type == SceneBaseType.Monster then
- self:MainRoleAttackMonster(attack_list[1])
- end
-
- self.find_monster_pos = false
- GlobalEventSystem:Fire(EventName.STARTAUTOFIGHT)
- end
- end
- end
- end
-
- self.update_scene_times_index = self.update_scene_times_index + 1
- self.update_elapse_time = self.update_elapse_time + elapse_time
-
- if not lua_viewM.is_lock_screen then
- for _, v in pairs(self.monster_list) do
- if v:CanUpdate() then
- v:Update(now_time, self.update_elapse_time)
- else
- v:AddIgnoreUpdateIndex()
- end
- end
- end
-
- --正在渐隐的的怪物尸体
- for _, v in pairs(self.dead_body_list) do
- if v:CanUpdate() then
- v:Update(now_time, self.update_elapse_time)
- else
- v:AddIgnoreUpdateIndex()
- end
- end
-
- self.update_elapse_time = 0
- end
-
- function Scene:UpdateAllMonsterVisible()
- if self.scene_mgr:IsNotBlockMonsterScene() then
- return
- end
- for id, mon in pairs(self.monster_list) do
- if self.is_hide_all_mon then
- if not mon:HasModelHideFlag(SceneObj.ModelHideFlag.RoleNumLimit) then
- mon:SetModelHideFlag(SceneObj.ModelHideFlag.RoleNumLimit, true)
- end
- else
- if mon:HasModelHideFlag(SceneObj.ModelHideFlag.RoleNumLimit) then
- mon:SetModelHideFlag(SceneObj.ModelHideFlag.RoleNumLimit, false)
- end
- end
- end
- end
-
- --更新玩家显示状态
- function Scene:UpdateRoleVisibleState(force_to_check)
- if self.check_visible_role_num_time == false or Time.time - self.check_visible_role_num_time > 10 or force_to_check then
- self.check_visible_role_num_time = Time.time
-
- --设置的同屏玩家数量
- local player_limit_setting_count = 0
- if not LuaViewManager:getInstance().is_lock_screen then
- player_limit_setting_count = (lua_settingM:GetBlockProperty("other") or self.is_hide_all_role) and 0 or lua_settingM:GetPlayerCounts()
- end
-
- -- local mainRole_defender_list = self.scene_mgr.mainRole_defender_list --攻击过主角的角色
- local invisible_list = {} --场景角色列表按距离排序
- local base_dis_offset
- for id, role in pairs(self.role_list) do
- base_dis_offset = 160000 --可操作的偏移距离
- if role ~= self.main_role and (not role:IsModelHiden() or role:HasModelHideFlag(SceneObj.ModelHideFlag.RoleNumLimit)) then --除了人数限制的隐藏 其他情况的隐藏不受控制
- --5秒内攻击过我的玩家,先拿出来
- -- if mainRole_defender_list[role.id] and Time.time - mainRole_defender_list[role.id].start_time < 5 then
- -- base_dis_offset = 0
- -- end
- local x1, y1 = role:GetRealPos()
- local x2, y2 = self.main_role:GetRealPos()
- role.dist_to_main_role = GameMath_GetDistance(x1, y1, x2, y2, false) + base_dis_offset
- table_insert(invisible_list, role)
- end
- end
- local sort_func = function (a, b)
- return a.dist_to_main_role < b.dist_to_main_role
- end
- table_sort(invisible_list, sort_func)
-
- local need_show = false
- local curr_show_player_count = 0 --当前已经显示的玩家数量
- for i = 1, #invisible_list do
- local role = invisible_list[i]
- if curr_show_player_count < player_limit_setting_count then
- need_show = true
- else
- need_show = false
- end
- if need_show then
- -- 需要渲染的人放进渲染列表
- if role:HasModelHideFlag(SceneObj.ModelHideFlag.RoleNumLimit) then
- role:SetModelHideFlag(SceneObj.ModelHideFlag.RoleNumLimit, false)
- --显示回来的角色,如果死亡就继续躺着
- if not role:IsModelHiden() and role:IsDead() then
- role:PlayDeadNormalized()
- end
- end
- curr_show_player_count = curr_show_player_count + 1
- else
- if not role:HasModelHideFlag(SceneObj.ModelHideFlag.RoleNumLimit) then
- role:SetModelHideFlag(SceneObj.ModelHideFlag.RoleNumLimit, true)
- end
- end
- end
- end
- end
-
- function Scene:ChangeTarget(find_target_type, distance, area, check_invincible)
- find_target_type = find_target_type or Scene.FIND_TARGET_TYPE.all
- area = area or 1000
-
- local center_pos = co.TableXY(self.main_role:GetRealPos())
- local attack_list, role_list = self:FindTargets(Scene.FIND_TARGET_TYPE.all, 10, distance, area, nil, nil, center_pos, nil, nil, nil, nil, nil, nil, true,nil,false)
- for i,role in ipairs(role_list) do
- table_insert(attack_list,role)
- end
- for k,obj in pairs(attack_list) do
- if obj == self.curr_click_target then
- table.remove(attack_list,k)
- break
- end
- end
- if check_invincible then -- 是否需要检查是否处于无敌状态
- for k,obj in pairs(attack_list) do
- if self:IsMonsterInvincible(obj) then
- table.remove(attack_list,k)
- end
- end
- end
- local num = attack_list and #attack_list or 0
- local target = attack_list and attack_list[math.random(1,num)]
- if target then
- self.manual_target = target
- self:SetClickTarget(target)
- --切换目标头像
- if target:GetType() == SceneBaseType.Role then
- self.scene_mgr:SetAttackHeadVo(target.vo, nil, true)
- elseif target:GetType() == SceneBaseType.Monster then
- self.scene_mgr:ResetAttackHeadVo(true)
- end
- return target
- end
- return nil
- end
-
- function Scene:SetEnterSceneFlag()
- --[[
- if self.scene_mgr:IsPkBattleScene() then
- self.target_auto_fight_cfg = Config.ConfigTargetAutoFight.Flag["PkBattleScene"]
- elseif self.scene_mgr:IsGuildWarScene() then
- self.target_auto_fight_cfg = DeepCopy(Config.ConfigTargetAutoFight.Flag["GuildWarScene"])
- elseif self.scene_mgr:IsGuildGuardDungeon() then
- self.target_auto_fight_cfg = Config.ConfigTargetAutoFight.Flag["GuildGuardDungeon"]
- elseif self.scene_mgr:IsMainCityAndFieldScene() then
- self.target_auto_fight_cfg = Config.ConfigTargetAutoFight.Flag["MainCityAndFieldScene"]
- elseif self.scene_mgr:IsOnButterflyScene() then
- self.target_auto_fight_cfg = Config.ConfigTargetAutoFight.Flag["ButterflyScene"]
- elseif self.scene_mgr:IsEquipScene() then
- self.target_auto_fight_cfg = Config.ConfigTargetAutoFight.Flag["DungeonEquipScene"]
- elseif self.scene_mgr:IsRefineDungeon() then
- self.target_auto_fight_cfg = Config.ConfigTargetAutoFight.Flag["DungeonRefineScene"]
- elseif self.scene_mgr:IsStarDungeonScene() then
- self.target_auto_fight_cfg = Config.ConfigTargetAutoFight.Flag["StarDungeonScene"]
- elseif self.scene_mgr:IsKFGuildWarFightScene() then
- self.target_auto_fight_cfg = Config.ConfigTargetAutoFight.Flag["KFGuildWarFightScene"]
- elseif self.scene_mgr:IsDiamondFightScene() then
- self.target_auto_fight_cfg = Config.ConfigTargetAutoFight.Flag["DiamonFightScene"]
- elseif self.scene_mgr:IsLoveDungeon() then
- self.target_auto_fight_cfg = Config.ConfigTargetAutoFight.Flag["DungeonLoveScene"]
- elseif self.scene_mgr:IsOvnFightingScene() then
- self.target_auto_fight_cfg = Config.ConfigTargetAutoFight.Flag["CSOnevNScene"]
- elseif self.scene_mgr:IsCSPvP() then
- self.target_auto_fight_cfg = Config.ConfigTargetAutoFight.Flag["Cross3v3"]
- --- 明日项目新增的写在这下面
- elseif self.scene_mgr:IsMaterialDungeon() then
- self.target_auto_fight_cfg = Config.ConfigTargetAutoFight.Flag["IsMaterialDungeon"]
- elseif self.scene_mgr:IsExpDun() then
- self.target_auto_fight_cfg = Config.ConfigTargetAutoFight.Flag["IsExpDungeon"]
- else
- self.target_auto_fight_cfg = Config.ConfigTargetAutoFight.Flag["Default"]
- end
-
- if self.scene_mgr:IsMainCityAndFieldScene() then
- self.pick_drop_distance = 1000
- else
- self.pick_drop_distance = 3000
- end
-
- if self.scene_mgr:IsGuildBossDungeon() or self.scene_mgr:IsSingleDungeon() or self.scene_mgr:IsBossEvilScene() or
- self.scene_mgr:IsBossHomeScene() or self.scene_mgr:IsBossForbiddenScene() then
- self.only_main_role_pick = true
- else
- self.only_main_role_pick = false
- end
-
- if self.scene_mgr:IsBossEvilScene() or self.scene_mgr:IsBossHomeScene() or self.scene_mgr:IsBossForbiddenScene() then
- self.need_change_move_speed = true
- else
- self.need_change_move_speed = false
- end
- ]]
-
- self.target_auto_fight_cfg = {}
- self.target_auto_fight_cfg.distance = 100000
- if self.scene_mgr:IsMainCityAndFieldScene() then
- self.target_auto_fight_cfg.distance = 1000
- end
- self.find_monster_distance = self.target_auto_fight_cfg.distance or 1000
- end
-
- function Scene:CanOptJoyStick()
- return self.can_opt_joy_stick
- end
-
- function Scene:UpdateAutoFindTarget(manual_distance)
- if self.main_role and self.main_role:GetIsCollecting() then--已经在采集中就不要去找怪打了
- return
- end
- local distance = manual_distance or self.target_auto_fight_cfg.distance
- local attack_mon, attack_role
- local first_attack = Scene.FIND_TARGET_TYPE.monster --self.auto_fight_mgr:GetTargetFirstAttack() --获取优先攻击类型
- if self.scene_mgr:IsCSPvP() or self.scene_mgr:IsDiamondFightScene()
- or self.scene_mgr:IsEndlessLastScene() or self.scene_mgr:IsWastelandScene()
- then
- first_attack = Scene.FIND_TARGET_TYPE.role
- end
- local attack_list = {}
- if self.scene_mgr:IsFixedPointFightScene() then
- local center_pos = self.auto_fight_mgr:GetFixedPointPos() or co_TableXY(self.main_role:GetRealPos())
- local area = 600
-
- ------------------------------------------------特殊处理START
- if self.scene_mgr:IsPetDungeon() then--宠物副本改成获取场景出生点,以及扩大索敌范围
- center_pos = co_TableXY(self.scene_mgr:GetSceneBirthPos())
- area = 1000
- end
- ------------------------------------------------特殊处理END
-
- attack_list = self:FindTargets(Scene.FIND_TARGET_TYPE.monster, 1, nil, area, nil, nil, center_pos)
- if #attack_list == 0 and self.auto_fight_mgr:GetAutoFightState() then
- local rx, ry = self.main_role:GetRealPos()
-
- ------------------------------------------------特殊处理START
- if self.scene_mgr:IsPetDungeon() then--宠物副本
- --宠物副本挂机逻辑:先杀怪,没怪先捡buff,没buff回原点
- local dun_pet_buff_list = BaseDungeonModel:getInstance():GetBuffPosList()
- if #dun_pet_buff_list ~= 0 then
- self:ClearDunPetTimer()
-
- local buff_distance = 999999999
- local need_to_buff_pos = nil
- for i,v in ipairs(dun_pet_buff_list) do
- local pos = co_TableXY(v.x,v.y)
- local dis = GameMath_GetDistance(pos.x, pos.y, rx, ry, false)
- if dis<buff_distance then
- buff_distance = dis
- need_to_buff_pos = pos
- end
- end
- if need_to_buff_pos then
- self.main_role:DoMove(need_to_buff_pos)
- end
- else
- local function delay_method( )
- self:ClearDunPetTimer()
- if GameMath_GetDistance(center_pos.x, center_pos.y, rx, ry, false) > area*300 then
- self.main_role:DoMove(center_pos)
- end
- end
- if not self.dun_pet_stand_delay_timer_id then
- self.dun_pet_stand_delay_timer_id = setTimeout(delay_method, 1)
- end
- end
- return
- end
- ------------------------------------------------特殊处理END
-
- if GameMath_GetDistance(center_pos.x, center_pos.y, rx, ry, false) > area*area then
- self.main_role:DoMove(center_pos)
- end
- return
- end
- else
- ------------------------------------------------特殊处理START
- self:ClearDunPetTimer()--清除宠物副本的定时回家计时器
- ------------------------------------------------特殊处理END
-
- --除非指明需要优先找人,其他情况都优先找怪
- if first_attack == Scene.FIND_TARGET_TYPE.role then
- attack_role = self:FindNearestRole(nil, distance)
- if not attack_role then
- local need_find_collection = false
- --先杀人 然后去抢箱子
- if self.scene_mgr:IsEndlessLastScene() or self.scene_mgr:IsWastelandScene() then
- need_find_collection = true
- end
- attack_mon = self:FindNearestMonster(nil, distance, need_find_collection)
- end
- else
- attack_mon = self:FindNearestMonster(nil, distance, false)
- if not attack_mon then
- attack_role = self:FindNearestRole(nil, distance)
- end
- end
- end
- local attack_target = nil
- if attack_list and attack_list[1] then
- attack_target = attack_mon or attack_role or attack_list[1]
- else
- attack_target = attack_mon or attack_role
- end
- if attack_target then
- -------------------------
- --自动战斗的选中,也要显示一下头像
- if attack_target:GetType() == SceneBaseType.Role then
- GlobalEventSystem:Fire(EventName.SHOW_OTHER_HEAD, true, attack_target.vo, 1)
- end
- -------------------------
- self:SetClickTarget(attack_target)
- end
- end
-
- --清除宠物副本的定时回家计时器
- function Scene:ClearDunPetTimer( )
- if self.dun_pet_stand_delay_timer_id then
- GlobalTimerQuest:CancelQuest(self.dun_pet_stand_delay_timer_id)
- self.dun_pet_stand_delay_timer_id = nil
- end
- end
-
-
- --是否有掉落可等待拾取
- function Scene:HasDropPick( )
- --背包格子是否满了
- if GoodsModel:getInstance():GetEmptyGrid() <= 0 then
- return false
- end
- local vo = self:FindDropItem(1000)
- if vo and vo[1] and vo[2] then
- local drop = vo[1]
- local dis = vo[2]
- -- if drop and drop:IsCanPickUp() and not drop:IsPicking() and OffLineModel:getInstance():IsDropCanAutoPick(drop.color) then
- if drop and drop:IsCanPickUp() and not drop:IsPicking() then
- return true
- end
- end
- end
-
- function Scene:OnPick()
- --走过去一个个捡
- local vo = self:FindDropItem(self.pick_drop_distance)
- if vo and vo[1] and vo[2] then
- local drop = vo[1]
- local dis = vo[2]
- if drop and drop:IsCanPickUp() and not drop:IsPicking() then
- if self.need_change_move_speed then
- self.main_role.move_flag = MOVE_TYPE.PICK_DROP
- end
- local x, y = drop:GetRealPos()
- self:MainRoleMove(co.TableXY(x / SceneObj_LogicRealRatio_x, y / SceneObj_LogicRealRatio_y), 0)
- return true
- end
- end
- end
-
- --守护拾取
- function Scene:OnEvilPick()
- --在一键拾取过程中,不要再去捡东西 is_in_pick_all_state
- --走过去一个个捡
- local vo = self:FindDropItem(self.pick_drop_distance, true)
- if not self.is_in_pick_all_state and vo and vo[1] and vo[2] then
- local drop = vo[1]
- local dis = vo[2]
- if drop and drop:IsCanPickUp() and not drop:IsPicking() and self.main_role and self.main_role.evil then
- local x, y = drop:GetRealPos()
- self.main_role.evil:OnPick(co.TableXY(x, y), drop)
- return false
- end
- end
- if self.main_role and self.main_role.evil then
- self.main_role.evil:CancelPick()
- end
- return false
- end
-
- function Scene:AutoPick()
- local is_dialogue_is_open = DialogueModel:getInstance().dialogue_is_open
- local is_empty_bag = GoodsModel:getInstance():GetEmptyGrid()==0
- local is_guild_scene = self.scene_mgr:IsGuildScene()
- local is_collecting = self.scene_mgr:GetCollectFlag()
- if is_dialogue_is_open or (is_collecting and not is_guild_scene) or is_empty_bag or self.is_in_pick_all_state then
- return
- end
-
- --是否穿戴了守护(并且守护已经创建出来了)
- if not self.only_main_role_pick and not SceneManager:getInstance():IsGuildScene() and ItemUseModel:getInstance():HasWearEvil() and self.main_role and self.main_role.evil then
- return self:OnEvilPick()
- else
- return self:OnPick()
- end
- end
-
- function Scene:UpdateAutoFight()
- if not self.auto_fight_mgr:GetAutoFightState() then
- return
- end
-
- if not self.auto_fight_mgr.game_running then
- return
- end
-
- if self.scene_mgr:IsPreChangeSceneState() then
- return
- end
-
- if not self.load_progress_finished then
- return
- end
-
- if not UserMsgAdapter:getInstance():IsGameConnected() then
- return
- end
-
- --过来最小攻击间隔和寻怪间隔
- if (Status.NowTime - self.last_attack_time < self.auto_find_and_attack_interval or Status.NowTime - self.last_find_target_time < self.auto_find_and_attack_interval) then
- return
- end
-
-
- if not self.main_role or self.main_role:IsDead() or self.main_role:IsInState(PoseState.TASK_JUMP) or self.mainrole_vo.hp <= 0 or self.mainrole_vo.ghost_mode == 1 or self.main_role:IsInState(PoseState.STORY) then
- return
- end
-
- -- if self.auto_fight_mgr.go_to_pos and self.auto_fight_mgr.go_to_pos.scene_id == self.scene_mgr:GetSceneId() and self.main_role:CanMove() then
- -- local pos = self.auto_fight_mgr.go_to_pos
- -- if self.scene_mgr:IsBlockXY(pos.x, pos.y) then
- -- pos = co.Vector2(SourceOperateMove.FindNearestPos(co.TableXY(self.main_role.real_pos.x,self.main_role.real_pos.y),pos))
- -- end
- -- local end_function = function ()
- -- self.user_manul_time = Status.NowTime
- -- end
- -- self:ClearLastAttack()
- -- self.auto_fight_mgr:CacheGoToPos()
- -- self.user_manul_time = Status.NowTime + 0.5
- -- self:MainRoleMove(co.TableXY(pos.x / SceneObj_LogicRealRatio_x, pos.y / SceneObj_LogicRealRatio_y), 1, end_function)
- -- return
- -- end
-
- if Status.NowTime - self.user_manul_time < 0.5 then
- return
- end
-
- if self.auto_fight_mgr.auto_find_way then
- return
- end
-
- --是否在施法僵直的过程中
- if self.SkillMgr:GetRigidityLeftTime() > 0.5 then
- return
- end
-
- --优先自动拾取
- if self:AutoPick() then
- return
- else
- --判断拾取完是否需要触发自动任务, 现在的逻辑就是做任务过程优先拾取掉落
- if self.need_task_after_pick then
- self.need_task_after_pick = false
- GlobalEventSystem:Fire(EventName.FORCE_TO_DO_TASK)
- end
- end
- local is_mainrole_in_babydun = self.main_role:GetMainRoleInBabyDunFlag()
- if is_mainrole_in_babydun then -- 宝宝副本需要走另一套自动挂机逻辑
- if not self.SkillMgr:PrepareAutoFightSkillInBabyDun(true) then
- return
- end
- else
- -- print("Saber:Scene [4396] is_mainrole_in_babydun: ",is_mainrole_in_babydun)
- if not self.SkillMgr:PrepareAutoFightSkill(true) then
- return
- end
- end
-
- if self.curr_click_target and self.curr_click_target:IsDead() == false then
- if self.curr_click_target.obj_type == SceneBaseType.Role then
- self:MainRoleAttackRole(self.curr_click_target)
- elseif self.curr_click_target.obj_type == SceneBaseType.Monster then
- --封印裂隙在次数满了之后禁止自动前往采集选中的采集怪
- if self.curr_click_target:GetVo().type == MonsterType.COLLECT and SceneManager:getInstance():IsGuildScene() then
- if not GuildModel.Instance:CanCollect() and GuildModel.Instance:IsGuildCollectActive() then
- return
- end
- end
-
- self:MainRoleAttackMonster(self.curr_click_target,nil,true)
- -- local next_skill = self.SkillMgr:GetNextSkill()
- -- self.SkillMgr:AddCacheSkill(next_skill, 2)
- else
- self:UpdateAutoFindTarget()
- end
- else
- self:UpdateAutoFindTarget()
- end
- end
-
-
- --获取上次攻击的对象
- function Scene:GetAutoFightLastAttack(obj)
- local target = nil
- if obj == nil then return target end
- if obj:GetType() == SceneBaseType.Monster then
- target = self:GetMonster(obj.id)
- elseif obj:GetType() == SceneBaseType.Role then
- target = self:GetRole(obj.id)
- end
- return target
- end
-
- function Scene:ClearLastAttack()
- if self.last_ranAttackObj then
- self.last_ranAttackObj = nil
- end
- end
-
- --手动放技能攻击目标
- function Scene:MainRoleAttackTarget()
- local function on_find_target_to_attack( )
- self:UpdateAutoFindTarget(self.pre_check_distance)
- if self.curr_click_target then
- if self.curr_click_target:GetType() == SceneBaseType.Monster then
- self:MainRoleAttackMonster(self.curr_click_target)
- elseif self.curr_click_target:GetType() == SceneBaseType.Role then
- self:MainRoleAttackRole(self.curr_click_target, nil, true)
- else
- GlobalEventSystem:Fire(FightEvent.RELEASE_MAIN_SKILL)
- end
- else
- GlobalEventSystem:Fire(FightEvent.RELEASE_MAIN_SKILL)
- end
- end
-
- if self.curr_click_target then
- if self.curr_click_target:GetType() == SceneBaseType.Monster then
- --当前目标为怪物
- self:MainRoleAttackMonster(self.curr_click_target)
- elseif self.curr_click_target:GetType() == SceneBaseType.Role then
- --当前目标为角色
- self:MainRoleAttackRole(self.curr_click_target, nil, true)
- else
- --当前目标为不可攻击对象,要重新预选
- self:CancelClickTarget()
- self.manual_target = false
- on_find_target_to_attack()
- end
- else
- --当前无目标,尝试找个攻击对象
- on_find_target_to_attack()
- end
- end
-
- --采集怪物
- function Scene:MainRoleCollectMonster(monster,is_auto_fight)
- if monster == nil or monster:IsDead() then
- return
- end
-
- if self.main_role and self.main_role:IsInState(PoseState.COLLECT) then return end
-
- local action_func = function()
- if self.mainrole_vo.ghost_mode == 1 and monster:GetVo()
- and(monster:GetVo().type == MonsterType.COLLECT or monster:GetVo().type == MonsterType.TASK_COLLECT or monster:GetVo().type == MonsterType.UD_COLLECT) then
- Message.show("您处于幽灵模式,不能进行采集!")
- return
- end
-
- if monster:IsDead() then--or (monster.cfg_data and monster.cfg_data.kind == 7) then --塔类怪物不攻击
- return
- end
-
-
- --社团采集活动,采集次数满了之后不允许再采集
- if SceneManager:getInstance():IsGuildScene() then
- if not GuildModel.Instance:CanCollect() and GuildModel.Instance:IsGuildCollectActive() then
- local reason = GuildModel.Instance:GetCanNotCollectReason()
- if reason == 1 then
- Message.show("本场封印次数已满!请下场再来")
- elseif reason == 2 then
- Message.show("本日封印次数已满,请明日再来")
- end
- self:CancelClickTarget(nil,true) --把目标清掉
- self.main_role:DoStand(true)
- return
- end
- end
-
-
- if monster:GetVo().type == MonsterType.COLLECT or monster:GetVo().type == MonsterType.UD_COLLECT or monster:GetVo().type == MonsterType.MISSION_COLLECT then --普通采集|不死采集|副本采集
- --如果是自动采集,采集同一个采集物,采集成功后,要有300ms 冷却时间,防止跨域中怪物没被删除
- if is_auto_fight then
- local time = TimeUtil:getServerTimeMs()
- if self.last_auto_pick_id and monster.id == self.last_auto_pick_id and time - self.last_auto_pick_time < 300 then
- return
- end
- self.last_auto_pick_id = false
- self.last_auto_pick_time = false
- end
-
- GlobalEventSystem:Fire(EventName.OPEN_COLLECT_VIEW, monster.id, monster:GetVo().type_id, monster:GetVo().pick_time)
- return
- end
- if monster:GetVo().type == MonsterType.TASK_COLLECT then --任务采集
- local have_task, monster_id = TaskModel:getInstance():HaveCaiJiTask(monster:GetVo().type_id)
- if have_task and monster_id and monster:GetVo().type_id == monster_id then
- local is_fake = false
- if GuideModel.MONSTER_COLLECT[monster_id] then
- is_fake = true
- end
- local call_back = function ( )
- DialogueModel:getInstance():Fire(DialogueModel.REQUEST_CCMD_EVENT, 30015, TaskTipType.TYPE18, monster_id)
- end
- GlobalEventSystem:Fire(EventName.OPEN_COLLECT_VIEW, monster.id, monster:GetVo().type_id,
- monster:GetVo().pick_time, is_fake, call_back)
- end
- end
- end
-
-
- --增加跨服boss增加采集物拾取范围判断
- local attack_range = 150
- if monster:GetVo() and monster:GetVo().type_id then
- if (monster:GetVo().type_id == Config.ConfigTaskEffect.MonsterSakuraTypeID
- or monster:GetVo().type_id == Config.ConfigTaskEffect.MonsterCarouselTypeID) then
- attack_range = 400
- elseif monster:GetVo().type_id == Config.ConfigTaskEffect.MonsterLightTypeID then
- attack_range = 300
- end
- end
- if self.main_role == nil then return end
- local target_obj = monster
-
- if self.collect_target_start_real_pos == nil then
- self.collect_target_start_real_pos = co_TableXY(self.main_role:GetRealPos())
- else
- self.collect_target_start_real_pos.x = self.main_role.real_pos.x
- self.collect_target_start_real_pos.y = self.main_role.real_pos.y
- end
- if self.collect_target_end_real_pos == nil then
- self.collect_target_end_real_pos = co_TableXY(target_obj:GetRealPos())
- else
- self.collect_target_end_real_pos.x = target_obj.real_pos.x
- self.collect_target_end_real_pos.y = target_obj.real_pos.y
- end
- local distance = GameMath_GetDistance(self.collect_target_start_real_pos.x, self.collect_target_start_real_pos.y, self.collect_target_end_real_pos.x, self.collect_target_end_real_pos.y, false)
- if distance <= attack_range * attack_range then
- if self.main_role:IsInState(PoseState.MOVE) then
- --转向目标,然后站立
- self.main_role:SetDirection(self.collect_target_start_real_pos, self.collect_target_end_real_pos, true, true)
- self.main_role:DoStand()
- end
- action_func()
- elseif self.main_role:CanMove() then
- self.last_find_target_time = Time.time
- OperateManager.Instance:StartTargetAction(monster.compress_id, attack_range, action_func)
- end
- end
-
- function Scene:MainRoleAttackMonster(monster,not_rush,is_auto_fight)
- if monster == nil or monster:IsDead() then
- return
- end
-
- if not self.main_role or self.main_role:IsInState(PoseState.RUSH) then
- return
- end
-
- --采集怪物不走冲刺逻辑
- if monster:GetVo().type == MonsterType.COLLECT or monster:GetVo().type == MonsterType.TASK_COLLECT or monster:GetVo().type == MonsterType.UD_COLLECT then
- self:SetClickTarget(monster)
- self:MainRoleCollectMonster(monster,is_auto_fight)
- return
- end
-
- local skill_id = self.SkillMgr:getCurrentSkillId()
- local cfg = self.SkillMgr:GetFightSkillMovie(skill_id)
- if not self.SkillMgr:CanAttack(skill_id) then
- return
- end
-
- --到目标点后放技能
- local function use_skill_func()
- if not self.SkillMgr:isInRigidity() then
- self.last_attack_time = Time.time
- GlobalEventSystem:Fire(FightEvent.RELEASE_MAIN_SKILL, nil, nil, monster.compress_id)
- else
- print("tanar: Scene [4970] =========== isInRigidity")
- end
- end
-
- local function rush_action_func( )
- if monster:IsDead() then
- return
- end
-
- if self.need_rush_to_monster then
- local offset = Config.otherFightInfo.rush_to_monster_offset_dis
- if monster.vo and monster.vo.boss_type > 2 then
- offset = 300
- end
-
- if self.rush_mon_end_pos == nil then
- self.rush_mon_end_pos = co_TableXY(self.attack_mon_end_real_pos.x - self.rush_mon_end_dir.x * offset, self.attack_mon_end_real_pos.y - self.rush_mon_end_dir.y * offset)
- else
- self.rush_mon_end_pos.x = self.attack_mon_end_real_pos.x - self.rush_mon_end_dir.x * offset
- self.rush_mon_end_pos.y = self.attack_mon_end_real_pos.y - self.rush_mon_end_dir.y * offset
- end
-
- if self.scene_mgr:IsBlockXY(self.rush_mon_end_pos.x / SceneObj_LogicRealRatio_x, self.rush_mon_end_pos.y / SceneObj_LogicRealRatio_y) then
- self.rush_mon_end_pos.x = monster.real_pos.x
- self.rush_mon_end_pos.y = monster.real_pos.y
- end
- local rush_speed = Config.otherFightInfo.rush_to_monster_speed
- self.main_role:DoRush(self.rush_mon_end_pos, rush_speed, use_skill_func)
- else
- use_skill_func()
- end
- end
-
- --是否需要冲刺
- self.need_rush_to_monster = false
- --设置当前选中目标,避免重复筛选
- self:SetClickTarget(monster)
- --在攻击前如果还没设置技能,就要先设置一个技能,以便进行攻击距离判断
- if self.is_in_babydun then
- if self.SkillMgr:getCurrentSkill() == nil then
- self.SkillMgr:setCurrentSkillId(SkillManager.BabyDunMainRoleBaseSkill)
- end
- else
- if self.SkillMgr:getCurrentSkill() == nil or self.SkillMgr:IsThreeAttackSkill(skill_id) then
- self.SkillMgr:setCurrentSkillId(self.SkillMgr:getBaseSkill())
- end
- end
-
- local target_obj = monster
-
- -- local attack_range = self.SkillMgr:GetCurrentAttackRange()
- local attack_range = 350
-
- if target_obj and self.scene_mgr:IsEscortScene() and target_obj:GetVo().type == MonsterType.ESCORT and target_obj:GetVo().can_attack ~= 1 then
- --如果打的是护送怪,并且不可以被攻击,就提示玩家对应的东西
- --进行严格判断,只会满足上面的判断才会进来,并且两秒才提示一次
- local function callback( )
- local str = "车辆不可伤害,请先击败护送者"
- if target_obj and target_obj:GetVo() and target_obj:GetVo().hp == 1 then
- str = "车辆受损,物资已被夺取"
- end
- Message.show(str)
- end
- TimeManager.GetInstance():StartDalayTime("ShowEscortMessage",2,callback)
- -- elseif target_obj and self.scene_mgr:IsRageWarScene() and target_obj:GetVo().boss_type == BossType.UnDead -- 狂战领域追加了横幅,这个暂时屏蔽
- -- and target_obj:GetBuffVoByBuffTypeAndBuffId(SkillBuffType.UNBEATABLE, 1110000015) then -- 获取无敌buff
- -- -- 狂战领域boss无敌时,主动攻击要弹出飘字,内容由阶段数决定
- -- local event_data = RageWarModel:getInstance():GetRageWarEventData()
- -- if event_data then
- -- local function callback( )
- -- local str = event_data.round >= RageWarModel.EventStatus.Round2 and "吸取分身能量中" or "吸取同伴能量中"
- -- Message.show(str)
- -- end
- -- TimeManager.GetInstance():StartDalayTime("ShowRageWarMessage", 2, callback)
- -- end
- end
- if self.attack_mon_start_real_pos == nil then
- self.attack_mon_start_real_pos = co_TableXY(self.main_role:GetRealPos())
- else
- self.attack_mon_start_real_pos.x = self.main_role.real_pos.x
- self.attack_mon_start_real_pos.y = self.main_role.real_pos.y
- end
- if self.attack_mon_end_real_pos == nil then
- self.attack_mon_end_real_pos = co_TableXY(target_obj:GetRealPos())
- else
- self.attack_mon_end_real_pos.x = target_obj.real_pos.x
- self.attack_mon_end_real_pos.y = target_obj.real_pos.y
- end
- if self.rush_mon_end_dir == nil then
- self.rush_mon_end_dir = co_TableXY(self.attack_mon_end_real_pos.x-self.attack_mon_start_real_pos.x, self.attack_mon_end_real_pos.y-self.attack_mon_start_real_pos.y)
- else
- self.rush_mon_end_dir.x = self.attack_mon_end_real_pos.x - self.attack_mon_start_real_pos.x
- self.rush_mon_end_dir.y = self.attack_mon_end_real_pos.y - self.attack_mon_start_real_pos.y
- end
- self.rush_mon_distance = co_NormaliseXYTable(self.rush_mon_end_dir)
- local max_rush_dis = Config.otherFightInfo.rush_to_monster_max_dis
-
- if self.rush_mon_distance <= attack_range then
- --在最小范围内,直接放技能
- self.need_rush_to_monster = false
- if self.main_role:IsInState(PoseState.MOVE) then
- --转向目标,然后站立
- self.main_role:SetDirection(self.attack_mon_start_real_pos, self.attack_mon_end_real_pos, true, true)
- self.main_role:DoStand()
- end
- use_skill_func()
- elseif self.rush_mon_distance <= max_rush_dis then
- if target_obj and self.is_in_babydun then -- 宝宝副本内,走过去打
- self.last_find_target_time = Time.time
- OperateManager.Instance:StartTargetAction(monster.compress_id, attack_range, use_skill_func)
- else
- --在冲刺范围内,直接冲刺
- self.need_rush_to_monster = true
- self.last_find_target_time = Time.time
- rush_action_func()
- end
- else
- if target_obj and self.is_in_babydun then -- 宝宝副本内,走过去打
- self.last_find_target_time = Time.time
- OperateManager.Instance:StartTargetAction(monster.compress_id, attack_range, use_skill_func)
- else
- --超过冲刺范围,先移动,再冲刺
- self.need_rush_to_monster = true
- self.last_find_target_time = Time.time
- OperateManager.Instance:StartTargetAction(monster.compress_id, max_rush_dis, rush_action_func)
- end
- end
- end
-
- function Scene:MainRoleAttackRole(role, not_rush, ignore_check_pk_state)
- if role == nil or role:IsDead() or role == self.main_role then
- return
- end
-
- --是否需要检查PK状态(手动释放技能不需要检查,就算打不了也要给他放技能)
- if not ignore_check_pk_state and not self.scene_mgr:IsCanAttackByMainRole(role:GetVo()) then
- return
- end
-
- if self.mainrole_vo.ghost_mode == 1 then
- Message.show("您处于幽灵模式,不能进行攻击")
- return
- end
-
- if self.main_role and self.main_role:IsInState(PoseState.RUSH) then
- return
- end
-
- local skill_id = self.SkillMgr:getCurrentSkillId()
- local cfg = self.SkillMgr:GetFightSkillMovie(skill_id)
- if not self.SkillMgr:CanAttack(skill_id) then
- return
- end
- if cfg and cfg.rush_dist and cfg.rush_dist < 0 then--如果是往后跳的技能,就直接放掉而不追踪
- action_func()
- return
- end
-
- --到目标点发技能
- local use_skill_func = function()
- if not self.SkillMgr:isInRigidity() then
- self.last_attack_time = Time.time
- GlobalEventSystem:Fire(FightEvent.RELEASE_MAIN_SKILL, nil, nil, role.compress_id)
- else
- print("tanar: Scene [5091] =========== isInRigidity")
- end
- end
-
- --移动完成回调
- local rush_action_func = function()
- if role == nil or role:IsDead() or not role:IsVoValid() then
- return
- end
- if role:IsInProtectTime() then
- Message.show("目标处于无敌状态")
- return
- end
- if self.scene_mgr:IsSafePos(role.real_pos.x, role.real_pos.y) then --如果被攻击的角色在安全区里,提示
- self:CancelClickTarget(nil, true)
- Message.show("对方在安全区中,无法攻击")
- return
- end
- -- if (not self.scene_mgr:IsEscortScene()) and role.vo and role.vo.escort_state>0 then
- -- Message.show("该玩家为护送第一阶段,无法攻击")
- -- return
- -- end
-
- if self.need_rush_to_role then
- -- local end_pos = co_TableXY(self.attack_role_end_real_pos.x - self.rush_role_end_dir.x * Config.otherFightInfo.rush_to_monster_offset_dis, self.attack_role_end_real_pos.y - self.rush_role_end_dir.y * Config.otherFightInfo.rush_to_monster_offset_dis)
- -- if self.scene_mgr:IsBlockXY(end_pos.x / SceneObj_LogicRealRatio_x, end_pos.y / SceneObj_LogicRealRatio_y) then
- -- end_pos.x = role.real_pos.x
- -- end_pos.y = role.real_pos.y
- -- end
- -- self.main_role:DoRush(end_pos, Config.otherFightInfo.rush_to_monster_speed, use_skill_func)
-
- local offset = Config.otherFightInfo.rush_to_monster_offset_dis
- if self.rush_role_end_pos == nil then
- self.rush_role_end_pos = co_TableXY(self.attack_role_end_real_pos.x - self.rush_role_end_dir.x * offset, self.attack_role_end_real_pos.y - self.rush_role_end_dir.y * offset)
- else
- self.rush_role_end_pos.x = self.attack_role_end_real_pos.x - self.rush_role_end_dir.x * offset
- self.rush_role_end_pos.y = self.attack_role_end_real_pos.y - self.rush_role_end_dir.y * offset
- end
-
- if self.scene_mgr:IsBlockXY(self.rush_role_end_pos.x / SceneObj_LogicRealRatio_x, self.rush_role_end_pos.y / SceneObj_LogicRealRatio_y) then
- self.rush_role_end_pos.x = role.real_pos.x
- self.rush_role_end_pos.y = role.real_pos.y
- end
- -- self.main_role:DoRush(self.rush_role_end_pos, Config.otherFightInfo.rush_to_monster_speed, use_skill_func)
- local rush_speed = Config.otherFightInfo.rush_to_monster_speed
- self.main_role:DoRush(self.rush_role_end_pos, rush_speed, use_skill_func)
-
- else
- use_skill_func()
- end
- end
-
- self.need_rush_to_role = false
- --保存选中对象
- self:SetClickTarget(role)
- --在攻击前如果还没设置技能,就要先设置一个技能,以便进行攻击距离判断
- if self.SkillMgr:getCurrentSkill() == nil or self.SkillMgr:IsThreeAttackSkill(skill_id) then
- self.SkillMgr:setCurrentSkillId(self.SkillMgr:getBaseSkill())
- end
-
- local attack_range = self.SkillMgr:GetCurrentAttackRange()
- if attack_range < 50 then
- attack_range = 50
- end
- local target_obj = role
- if self.attack_role_start_real_pos == nil then
- self.attack_role_start_real_pos = co_TableXY(self.main_role:GetRealPos())
- else
- self.attack_role_start_real_pos.x = self.main_role.real_pos.x
- self.attack_role_start_real_pos.y = self.main_role.real_pos.y
- end
- if self.attack_role_end_real_pos == nil then
- self.attack_role_end_real_pos = co_TableXY(target_obj:GetRealPos())
- else
- self.attack_role_end_real_pos.x = target_obj.real_pos.x
- self.attack_role_end_real_pos.y = target_obj.real_pos.y
- end
- if self.rush_role_end_dir == nil then
- self.rush_role_end_dir = co_TableXY(self.attack_role_end_real_pos.x-self.attack_role_start_real_pos.x, self.attack_role_end_real_pos.y-self.attack_role_start_real_pos.y)
- else
- self.rush_role_end_dir.x = self.attack_role_end_real_pos.x - self.attack_role_start_real_pos.x
- self.rush_role_end_dir.y = self.attack_role_end_real_pos.y - self.attack_role_start_real_pos.y
- end
- self.rush_role_distance = co_NormaliseXYTable(self.rush_role_end_dir)
- local max_rush_dis = Config.otherFightInfo.rush_to_monster_max_dis
-
- if self.rush_role_distance <= attack_range then
- --在最小范围内,直接放技能
- self.need_rush_to_role = false
- if self.main_role:IsInState(PoseState.MOVE) then
- --转向目标,然后站立
- self.main_role:SetDirection(self.attack_role_start_real_pos, self.attack_role_end_real_pos, true, true)
- self.main_role:DoStand()
- end
- if not self.SkillMgr:isInRigidity() then
- self.last_attack_time = Status.NowTime
- GlobalEventSystem:Fire(FightEvent.RELEASE_MAIN_SKILL, nil, nil, role.compress_id)
- end
- elseif self.rush_role_distance <= max_rush_dis then
- --在冲刺范围内,直接冲刺
- self.need_rush_to_role = true
- self.last_find_target_time = Time.time
- rush_action_func()
- else
- --超过冲刺范围,先移动,再冲刺
- self.need_rush_to_role = true
- self.last_find_target_time = Time.time
- OperateManager.Instance:StartTargetAction(role.compress_id, max_rush_dis, rush_action_func)
- end
-
- end
-
- --任务寻路,只有个坐标点,也要冲刺
- function Scene:MainRoleRushToPos(mon_pos)
- if not mon_pos then
- return
- end
-
- self:CancelWaitQuest()
- if self.main_role and not self.main_role:CanMove() then
- local timer_func = function ()
- if self.main_role and self.main_role:CanMove() then
- self:MainRoleRushToPos(mon_pos)
- return
- end
- end
- self.rush_to_pos_timer = GlobalTimerQuest:AddPeriodQuest(timer_func, 0.1, -1)
- return
- end
-
- --到目标点后放技能
- local function use_skill_func()
- GlobalEventSystem:Fire(FightEvent.RELEASE_MAIN_SKILL)
- GlobalEventSystem:Fire(EventName.STARTAUTOFIGHT)
- end
-
- local function rush_action_func( )
- if self.need_rush_to_pos then
- local offset = 250
- if self.rush_end_real_pos == nil then
- self.rush_end_real_pos = co_TableXY(self.orign_rush_end_pos.x - self.rush_pos_end_dir.x * offset, self.orign_rush_end_pos.y - self.rush_pos_end_dir.y * offset)
- else
- self.rush_end_real_pos.x = self.orign_rush_end_pos.x - self.rush_pos_end_dir.x * offset
- self.rush_end_real_pos.y = self.orign_rush_end_pos.y - self.rush_pos_end_dir.y * offset
- end
-
- if self.scene_mgr:IsBlockXY(self.rush_end_real_pos.x / SceneObj_LogicRealRatio_x, self.rush_end_real_pos.y / SceneObj_LogicRealRatio_y) then
- self.rush_end_real_pos.x = self.orign_rush_end_pos.x
- self.rush_end_real_pos.y = self.orign_rush_end_pos.y
- end
- local rush_speed = Config.otherFightInfo.rush_to_monster_speed
- self.main_role:DoRush(self.rush_end_real_pos, rush_speed, use_skill_func)
- else
- GlobalEventSystem:Fire(FightEvent.RELEASE_MAIN_SKILL)
- GlobalEventSystem:Fire(EventName.STARTAUTOFIGHT)
- end
- end
-
- --是否需要冲刺
- self.need_rush_to_pos = false
- local attack_range = 200
- self.orign_rush_end_pos = mon_pos
- if self.rush_start_real_pos == nil then
- self.rush_start_real_pos = co_TableXY(self.main_role:GetRealPos())
- else
- self.rush_start_real_pos.x = self.main_role.real_pos.x
- self.rush_start_real_pos.y = self.main_role.real_pos.y
- end
- if self.rush_pos_end_dir == nil then
- self.rush_pos_end_dir = co_TableXY(mon_pos.x-self.rush_start_real_pos.x, mon_pos.y-self.rush_start_real_pos.y)
- else
- self.rush_pos_end_dir.x = mon_pos.x - self.rush_start_real_pos.x
- self.rush_pos_end_dir.y = mon_pos.y - self.rush_start_real_pos.y
- end
- self.rush_pos_distance = co_NormaliseXYTable(self.rush_pos_end_dir)
- local max_rush_dis = Config.otherFightInfo.rush_to_monster_max_dis
-
- if self.rush_pos_distance <= attack_range then
- --在最小范围内,直接放技能
- self.need_rush_to_pos = false
- if self.main_role:IsInState(PoseState.MOVE) then
- --转向目标,然后站立
- self.main_role:SetDirection(self.attack_mon_start_real_pos, self.attack_mon_end_real_pos, true, true)
- self.main_role:DoStand()
- end
- use_skill_func()
- elseif self.rush_pos_distance <= max_rush_dis then
- --在冲刺范围内,直接冲刺
- self.need_rush_to_pos = true
- self.last_find_target_time = Time.time
- rush_action_func()
- else
- --超过冲刺范围,先移动,再冲刺
- self.need_rush_to_pos = true
- self.last_find_target_time = Time.time
- if not self.temp_logic_pos then
- self.temp_logic_pos = co_TableXY(mon_pos.x/SceneObj_LogicRealRatio_x, mon_pos.y/SceneObj_LogicRealRatio_y)
- end
- self.temp_logic_pos.x = mon_pos.x/SceneObj_LogicRealRatio_x
- self.temp_logic_pos.y = mon_pos.y/SceneObj_LogicRealRatio_y
- local range = 5
- self:MainRoleMove(self.temp_logic_pos, range, rush_action_func)
- end
- end
-
- function Scene:GetSceneCenterPos()
- return self.mapView:GetSceneCenterPos()
- end
-
- function Scene:GetSceneSize()
- return self.mapView:GetMapSize()
- end
-
- function Scene:GetZoneHeight(logic_x,logic_y)
- local h = self.mapView:GetZoneHeight(logic_x,logic_y)
- if SceneManager.Instance:IsJumpOneScene() then
- h = h + JumpOneModel.SCENE_HEIGHT
- end
- return h
- end
-
- function Scene:GetMapResID(is_minimap)
- return self.mapView:GetResID(is_minimap)
- end
-
- function Scene:GetResIDByScene( scene_id, func )
- self.mapView:GetResIDByScene(scene_id, func)
- end
-
- function Scene:SetDynamicArea(area_id,area_type)
- self.mapView:SetDynamicArea(area_id,area_type)
- end
-
- function Scene:SetMainRole(main_role)
- self.main_role = main_role
- end
-
- function Scene:GetMainRole()
- return self.main_role
- end
-
-
- function Scene:GetTileSize()
- return self.mapView:GetTileSize()
- end
-
- --[[
- 把ObjType和ObjID压缩成一个64位ID,这是个“静态方法”,用Scene.CompressObjId的方式调用
- @obj_type: SceneBaseType中定义的Obj类型
- @obj_id: Obj的id,不同类型的Obj可能有相同的id
- @Return: 64位唯一ID
- ]]
- function Scene.CompressObjId(obj_type, obj_id)
- --lua 位操作不支持64位 所以改成另外一种方式
- -- local t = bit.lshift(obj_type, 60)
- -- local val = bit.bor(t, obj_id or 0)
- -- return val
- return string.format("%d_%.0f",obj_type, obj_id)
- end
-
- function Scene.DecompressObjId(val)
- --lua 位操作不支持64位 所以改成另外一种方式
- -- local obj_type = bit.rshift(val, 60)
- -- local obj_id = bit.band(val, 0x0fffffffffffffff)
- -- return obj_type, obj_id
- local list = Split(val,"_")
- return tonumber(list[1]),tonumber(list[2])
- end
-
- function Scene:GetObjByCompressedId( compressed_id, can_get_dead_monster)
- if compressed_id == nil then
- return nil
- end
-
- local obj_type, obj_id = Scene.DecompressObjId(compressed_id)
- local obj = nil
-
- if obj_type == SceneBaseType.Role or obj_type == SceneBaseType.Fake_Role then
- obj = self:GetRole(obj_id)
-
- --主角
- elseif obj_type == SceneBaseType.MainRole then
- obj = self.main_role
-
- --NPC
- elseif obj_type == SceneBaseType.Npc then
- obj = self:GetNpc(obj_id)
-
- -- --怪
- elseif obj_type == SceneBaseType.Monster then
- obj = self:GetMonster(obj_id)
- if obj == nil and can_get_dead_monster then
- obj = self:GetMonsterDeadBody(obj_id)
- end
- elseif obj_type == SceneBaseType.Pokemon then
- obj = self:GetPokemon(obj_id)
- --协战宠物 objid不是角色id,是index
- elseif obj_type == SceneBaseType.AssisitPokemon then
- obj = self:GetAssisitPokemonById(RoleManager.Instance.mainRoleInfo.role_id,obj_id)
- -- --AI娘
- elseif obj_type == SceneBaseType.Pet then
- obj = self:GetPet(obj_id)
-
- -- --其他
- elseif obj_type == SceneBaseType.Other then
- obj = self:GetOther(obj_id)
- -- --传送门
-
- elseif obj_type == SceneBaseType.Door then
- obj = self:GetDoor(obj_id)
-
- --掉落物
- elseif obj_type == SceneBaseType.Drop then
- obj = self:GetDropItem(obj_id)
-
- --宝宝
- elseif obj_type == SceneBaseType.Baby then
- obj = self:GetBaby(obj_id)
- --墓碑
- elseif obj_type == SceneBaseType.Grave then
- obj = self:GetGraveItem(obj_id)
- elseif obj_type == SceneBaseType.HookRole then
- obj = self:GetHookRoleItem(obj_id)
- end
- return obj
- end
-
- function Scene:GetDoor(id)
- return self.door_list[cid]
- end
-
- function Scene:GetDropItem(id)
- return self.drop_list[id]
- end
-
- function Scene:GetNpcList( )
- return self.npc_list
- end
-
- function Scene:GetNpc(id)
- local npc_obj = self.npc_list[tonumber(id)]
- if not npc_obj then
- local vo = self.scene_mgr:GetNpcVo(tonumber(id))
- if vo then
- npc_obj = self.npc_pool:GetObjFreeList()
- if not npc_obj then
- npc_obj = Npc.New()
- end
- npc_obj:InitNpc(vo)
- self.npc_list[tonumber(id)] = npc_obj
- end
- end
-
- return npc_obj
- end
-
- function Scene:GetPartner( ins_id )
- return self.partner_list[ins_id]
- end
-
- function Scene:GetSprite( ins_id )
- return self.sprite_list[ins_id]
- end
-
- function Scene:GetPet( ins_id )
- return self.pet_list[ins_id]
- end
-
- function Scene:GetPokemon(ins_id)
- return self.pokemon_list[ins_id]
- end
-
- function Scene:GetAssisitPokemon(ins_id,skill_id)
- local index = 0
- if skill_id == 1210001 then
- index = 1
- elseif skill_id == 1210002 then
- index = 2
- elseif skill_id == 1210003 then
- index = 3
- elseif skill_id == 1210004 then
- index = 4
- elseif skill_id == 1210005 then
- index = 5
- end
- if self.assisit_pokemon_list[ins_id] and self.assisit_pokemon_list[ins_id][index] then
- return self.assisit_pokemon_list[ins_id][index]
- end
- return nil
- end
-
- function Scene:GetAssisitPokemonById(ins_id,index)
- if self.assisit_pokemon_list[ins_id] and self.assisit_pokemon_list[ins_id][index] then
- return self.assisit_pokemon_list[ins_id][index]
- end
- return nil
- end
-
- function Scene:GetBaby( ins_id )
- return self.baby_list[ins_id]
- end
-
- function Scene:GetMonster( ins_id )
- return self.monster_list[ins_id]
- end
-
- function Scene:GetMonsterByTypeId(type_id)
- local monster_vo = self.scene_mgr:GetMonsterVoByTypeId(type_id)
- if monster_vo then
- return self:GetMonster(monster_vo.instance_id)
- end
- end
-
- --根据typeid获取到距离最近的monster
- function Scene:GetNearestMonsterByTypeId(type_id)
- local monster_vo_list = self.scene_mgr:GetAllMonsterVo()
- local mon_min_distance = 9999999--最短距离
- local monster = nil
- local rx, ry = self:GetMainRole():GetRealPos()
- for k,v in pairs(monster_vo_list) do
- if v.type_id == type_id then
- local monster_temp = self:GetMonster(v.instance_id)
- if monster_temp then
- local dis = GameMath_GetDistance(monster_temp.vo.pos_x,monster_temp.vo.pos_y, rx, ry, false)
- if dis < mon_min_distance then
- mon_min_distance = dis
- monster = monster_temp
- end
- end
- end
- end
- return monster
- end
-
- --根据typeid获取到距离最近的monster(封印裂隙,本国团战用,找怪时忽略被被人采集中的怪)
- function Scene:GetNearestGuildCollectMonsterByTypeId(type_id)
- local monster_vo_list = self.scene_mgr:GetAllMonsterVo()
- local mon_min_distance = 9999999--最短距离
- local monster = nil
- local rx, ry = self:GetMainRole():GetRealPos()
- for k,v in pairs(monster_vo_list) do
- if not type_id or v.type_id == type_id then
- local monster_temp = self:GetMonster(v.instance_id)
- if monster_temp and not GuildModel:getInstance():IsGuildIgnoreCollection(v.instance_id)
- and (type_id or not type_id and self:MonsterIsCollect(monster_temp.vo.type)) -- 没有传typeid的时候需要判断是否是采集物
- then
- local pos = co.TableXY(monster_temp.vo.pos_x,monster_temp.vo.pos_y)
- local dis = GameMath_GetDistance(pos.x, pos.y, rx, ry, false)
- if dis < mon_min_distance then
- mon_min_distance = dis
- monster = monster_temp
- end
- end
- end
- end
- return monster
- end
-
- --获取随机一个不等于not_instance_id的怪物, 用于随机采集
- function Scene:GetRandomMonsterByTypeId(type_id, not_instance_id)
- local monster_vo = self.scene_mgr:GetRandomMonsterVoByTypeId(type_id, not_instance_id)
- if monster_vo then
- return self:GetMonster(monster_vo.instance_id)
- end
- end
-
- function Scene:GetOther( ins_id )
- return self.other_list[ins_id]
- end
-
- --获取除了角色以外的场景对象
- function Scene:GetSceneObj(instance_id)
- local obj = self:GetMonster(instance_id)
- or self:GetPartner(instance_id)
- or self:GetOther(instance_id)
- or self:GetRole(instance_id)
- return obj
- end
-
- function Scene:GetMonsterList()
- return self.monster_list
- end
-
-
- function Scene:DetectFirstUnblockPoint(pos,dir,max_dist)
- return self.mapView:DetectFirstUnblockPoint(pos,dir,max_dist)
- end
-
- function Scene:FindWay(pos1,pos2,range)
- return self.mapView:FindWay(pos1,pos2,range)
- end
-
- function Scene:IsStraightLine(pos1,pos2)
- return self.mapView:IsStraightLine(pos1,pos2)
- end
-
- function Scene:DetectLastUnblockPoint(pos,dir,dist,jump_state)
- return self.mapView:DetectLastUnblockPoint(pos,dir,dist,jump_state)
- end
-
- --关闭场景雾效
- function Scene:ChangeFogEnable(bool)
- local render = UnityEngine.RenderSettings
- if render then
- render.fog = bool
- end
- end
-
-
- function Scene:FindTargetDir(range, attacker, select_type, hiter_pos_type)
- attacker = attacker or self.main_role
- local range_pow = range and (range * range) or nil
- local mon_min_dist_tar = nil
- local mon_min_dist_pow = 100000000
- local role_min_dist_tar = nil
- local role_min_dist_pow = 100000000
-
- local x1, y1 = attacker:GetRealPos()
- local war_group1= attacker:GetVo().warGroup
- local special_mon_list = {}
- local at = attacker:GetType()
-
- if (at == SceneBaseType.FPearl or at == SceneBaseType.Pokemon or at == SceneBaseType.Baby) and attacker.owner then
- attacker = attacker.owner
- war_group1 = attacker:GetVo().warGroup
- end
-
- local function checkMonster()
- local mon_vo = nil
- for _, mon in pairs(self.monster_list) do
- --第一遍不包含特殊怪物时,特殊怪物就存到另外的表里
- mon_vo = mon:GetVo()
- if mon_vo then
- local war_group2 = mon_vo.warGroup
- local diff_group = (war_group1 == 0 or war_group2 == 0 or war_group2 ~= war_group1)
- local hp_ok = (mon.vo and mon.vo.hp > 0)
- local x2, y2 = mon:GetRealPos()
- if hiter_pos_type == 1 then -- 腰部
- y2 = y2 + mon:GetBodyHeight() * 0.5
- elseif hiter_pos_type == 2 then
- y2 = y2 + mon:GetBodyHeight()
- end
- if not mon:IsDead() and hp_ok and diff_group and mon_vo.can_attack == 1 and mon_vo.guaji_flag == 0
- and not mon.buff_manager:hasUnbeatableBuff() and mon_vo.type ~= MonsterType.COLLECT and mon_vo.type ~= MonsterType.UD_COLLECT
- and mon_vo.type ~= MonsterType.TASK_COLLECT and mon_vo.type ~= MonsterType.PICK
- and not mon:HasModelHideFlag(SceneObj.ModelHideFlag.ServerHide) then
- local dist_pow = GameMath_GetDistance(x1, y1, x2, y2, false)
-
- if range_pow == nil or range_pow >= dist_pow then
- if dist_pow < mon_min_dist_pow then
- mon_min_dist_pow = dist_pow
- mon_min_dist_tar = mon
- end
- end
- end
- end
- end
- return mon_min_dist_tar, mon_min_dist_pow
- end
-
- local function checkRole()
- if self.scene_mgr:IsPKScene() then
- for _, role in pairs(self.role_list) do
- local vo = role:GetVo()
- if vo then
- local war_group2 = vo.warGroup
- local same_group = war_group2 == war_group1 and war_group1 > 0
- local canpkByPkStatus = true
- if select_type == 3 then--最近队友 辅助技能给自己队友加属性
- if attacker_vo.team_id == vo.team_id and attacker_vo.team_id > 0 then
- same_group = false
- else
- same_group = true
- end
- elseif war_group1 == 0 and war_group2 == 0 then
- canpkByPkStatus = self.scene_mgr:CanPKByPKStatus(attacker.vo, vo)
- end
- local x2, y2 = role:GetRealPos()
- if hiter_pos_type == 1 then -- 腰部
- y2 = y2 + role:GetBodyHeight() * 0.5
- elseif hiter_pos_type == 2 then
- y2 = y2 + role:GetBodyHeight()
- end
- if role ~= attacker and canpkByPkStatus and not same_group and not role:IsDead()
- and not role.buff_manager:hasUnbeatableBuff() and role.id ~= attacker.id
- and not self.scene_mgr:IsSafeArea(nil, x2, y2) and not role:HasModelHideFlag(SceneObj.ModelHideFlag.ServerHide) then
-
- local dist_pow = GameMath_GetDistance(x1, y1, x2, y2, false)
- if range_pow == nil or range_pow >= dist_pow then
- if dist_pow < role_min_dist_pow then
- role_min_dist_pow = dist_pow
- role_min_dist_tar = role
- has_mon = true
- end
- end
- end
- end
- end
- end
- return role_min_dist_tar, role_min_dist_pow
- end
-
- local target_priority = lua_settingM:GetTargetPriority()
- if target_priority == 2 then
- local mon_tar, mon_dist = checkMonster()
- if mon_tar then
- return mon_tar
- else
- local role_tar, role_dist = checkRole()
- if role_tar then
- return role_tar
- end
- end
- elseif target_priority == 3 then
- local role_tar, role_dist = checkRole()
- if role_tar then
- return role_tar
- else
- local mon_tar, mon_dist = checkMonster()
- if mon_tar then
- return mon_tar
- end
- end
- else
- local mon_tar, mon_dist = checkMonster()
- local role_tar, role_dist = checkRole()
-
- local min_tar = nil
- local min_dist = 100000000
- if mon_dist < min_dist then
- min_dist = mon_dist
- min_tar = mon_tar
- end
- if role_dist < min_dist then
- min_dist = role_dist
- min_tar = role_tar
- end
- if min_tar then
- return min_tar
- end
- end
- end
-
- --[[
- @param
- dis:寻找距离多少像素之内的掉落, dis可为空
- ]]
- function Scene:FindDropItem(dis, is_evil)
- if TableSize(self.drop_list) == 0 then return nil end
- local ret = {}
- local x1, y1
- if is_evil and self.main_role and self.main_role.evil then
- x1, y1 = self.main_role.evil:GetRealPos()
- else
- x1, y1 = self.main_role:GetRealPos()
- end
-
- for k,drop_obj in pairs(self.drop_list) do
- local x2, y2 = drop_obj:GetRealPos()
- if drop_obj:IsCanPickUp() and not drop_obj:IsPicking() then
- local dist_pw = GameMath_GetDistance(x1, y1, x2, y2, false)
- if dis then
- if dist_pw < dis*dis then
- table_insert(ret,{drop_obj,dist_pw})
- end
- else
- table_insert(ret,{drop_obj,dist_pw})
- end
- end
- end
- if #ret > 0 then
- local sort_func = function(t1, t2)
- return t1[2] < t2[2]
- end
- table_sort(ret, sort_func)
- end
- return ret[1]
- end
- function Scene:FindEvilNearbyDropItem(dis)
- if TableSize(self.drop_list) == 0 then return nil end
- -- local ret = {}
- local x1, y1 = self.main_role.evil:GetRealPos()
- local min_dist,drop_vo = -1,nil
- for k,drop_obj in pairs(self.drop_list) do
- local x2, y2 = drop_obj:GetRealPos()
- if drop_obj:IsCanPickUp() and not drop_obj:IsPicking() then
- local dist_pw = GameMath_GetDistance(x1, y1, x2, y2, false)
- if dis then
- if dist_pw < dis*dis then
- if min_dist == -1 or dist_pw < min_dist then
- drop_vo = drop_obj
- end
- -- table_insert(ret,{drop_obj,dist_pw})
- end
- else
- if min_dist == -1 or dist_pw < min_dist then
- drop_vo = drop_obj
- end
- --table_insert(ret,{drop_obj,dist_pw})
- end
- end
- end
- -- if #ret > 0 then
- -- local sort_func = function(t1, t2)
- -- return t1[2] < t2[2]
- -- end
- -- table_sort(ret, sort_func)
- -- end
- return drop_vo
- end
- --[[
- @param
- dis:寻找距离多少像素之内的掉落列表, dis可为空
- boss_type: 找不等于该boss_type的掉落,可为空
- ]]
- function Scene:FindDropList(dis, boss_type)
- if TableSize(self.drop_list) == 0 then
- return nil
- end
- local ret = {}
- local x1, y1 = self.main_role:GetRealPos()
- for k,drop_obj in pairs(self.drop_list) do
- local x2, y2 = drop_obj:GetRealPos()
- if drop_obj:IsCanPickUp() and (not boss_type or drop_obj.vo.boss_type~=boss_type) then
- local dist_pw = GameMath_GetDistance(x1, y1, x2, y2, false)
- if dis then
- if dist_pw < dis*dis then
- table_insert(ret,{drop_obj,dist_pw})
- end
- else
- table_insert(ret,{drop_obj,dist_pw})
- end
- end
- end
- if #ret > 0 then
- local sort_func = function(t1, t2)
- return t1[2] < t2[2]
- end
- table_sort(ret, sort_func)
- end
- return ret
- end
-
- --总的选择目标方法
- function Scene:FindTargets(find_type, find_number, distance, area, find_dir, find_radian, center_pos, attacker, movie_cfg, select_type, defender_max_attack_count, not_use_3d_select_mode, hiter_pos_type, is_auto_select, find_way,contain_collect_type)
- if Scene.FIND_TARGET_TYPE.monster == find_type then
- local monster_list,left_num = self:FindMonsters(find_number, distance, area, find_dir, find_radian, center_pos, attacker, movie_cfg, select_type, defender_max_attack_count, not_use_3d_select_mode, hiter_pos_type, is_auto_select, find_way,contain_collect_type)
- return monster_list, {}
- elseif Scene.FIND_TARGET_TYPE.role == find_type then
- local role_list,left_num = self:FindRoles(find_number, distance, area, find_dir, find_radian, center_pos, attacker, movie_cfg, select_type, defender_max_attack_count, not_use_3d_select_mode, hiter_pos_type, is_auto_select)
- return role_list, {}
- elseif Scene.FIND_TARGET_TYPE.all == find_type then
- local role_list,monster_list,left_num = nil
- monster_list,left_num = self:FindMonsters(find_number, distance, area, find_dir, find_radian, center_pos, attacker, movie_cfg, select_type, defender_max_attack_count, not_use_3d_select_mode, hiter_pos_type, is_auto_select, find_way,contain_collect_type)
- role_list,left_num = self:FindRoles(left_num, distance, area, find_dir, find_radian, center_pos, attacker, movie_cfg, select_type, defender_max_attack_count, not_use_3d_select_mode, hiter_pos_type, is_auto_select)
- return monster_list, role_list
- end
- end
-
- --总的选择目标方法
- function Scene:FindSkillTargets(find_type, find_role_number, find_monster_num, distance, area, find_dir, find_radian, center_pos, attacker, movie_cfg, select_type, defender_max_attack_count, not_use_3d_select_mode, hiter_pos_type, is_auto_select)
- if Scene.FIND_TARGET_TYPE.monster == find_type then
- local monster_list,left_num = self:FindMonsters(find_monster_num, distance, area, find_dir, find_radian, center_pos, attacker, movie_cfg, select_type, defender_max_attack_count, not_use_3d_select_mode, hiter_pos_type, is_auto_select)
- return monster_list, left_num
- elseif Scene.FIND_TARGET_TYPE.role == find_type then
- local role_list,left_num = self:FindRoles(find_role_number, distance, area, find_dir, find_radian, center_pos, attacker, movie_cfg, select_type, defender_max_attack_count, not_use_3d_select_mode, hiter_pos_type, is_auto_select)
- return role_list, left_num
- elseif Scene.FIND_TARGET_TYPE.all == find_type then
- local role_list,monster_list, left_num = nil
- monster_list,left_num = self:FindMonsters(find_monster_num, distance, area, find_dir, find_radian, center_pos, attacker, movie_cfg, select_type, defender_max_attack_count, not_use_3d_select_mode, hiter_pos_type, is_auto_select)
- role_list,left_num = self:FindRoles(find_role_number, distance, area, find_dir, find_radian, center_pos, attacker, movie_cfg, select_type, defender_max_attack_count, not_use_3d_select_mode, hiter_pos_type, is_auto_select)
- return monster_list, role_list
- end
- end
-
- --根据条件检索出符合条件的怪物列表
- --@n: 怪物数量,默认为1
- --@distance: 检索距离 用于直线表示直线的长度
- --@area: 检索范围半径,默认为无限,即全图范围
- --@find_dir: 检索方向
- --@find_radian: 检索角度 用于扇形
- --@center_pos: 检索范围的中心坐标点,默认为主角坐标
- --@find_way == : 寻找目标的方式,1:目标的类型(采集>boss>小怪) 2:血量
- --@contain_collect_type == :包含采集类型
- function Scene:FindMonsters(n, distance, area, find_dir, find_radian, center_pos, attacker, movie_cfg, select_type, defender_max_attack_count, not_use_3d_select_mode, hiter_pos_type, is_auto_select, find_way,contain_collect_type)
- if n == 0 then
- return {}, 0
- end
- attacker = attacker or self.main_role
- find_way = find_way or 1
- contain_collect_type = contain_collect_type == nil and true or contain_collect_type
- local area_pw = area and (area * area) or nil
- local war_group1= attacker:GetVo().warGroup
- local my_dir = find_dir or attacker:GetDirection()
- if my_dir then
- my_dir:normalise()
- end
- local dot_min = find_radian and math.cos(find_radian / 2) or nil --左右各一半角度的cos值(dot值)
- local x1, y1 = attacker:GetRealPos()
- if center_pos ~= nil then
- x1, y1 = center_pos.x, center_pos.y
- end
-
- if (attacker:GetType() == SceneBaseType.FPearl or attacker:GetType() == SceneBaseType.Pokemon or attacker:GetType() == SceneBaseType.Baby) and attacker.owner then
- attacker = attacker.owner
- war_group1= attacker:GetVo().warGroup
- end
- local ret = {}
- --把所有在距离内的、角度范围内的怪物找出来
- local vo = nil
- local at = nil
- local war_group2 = nil
- local same_group = nil
- local x2, y2 = nil
- local sort_type = 0
- local canSelected = true
- for _, monster in pairs(self.monster_list) do
- vo = monster:GetVo()
- if vo then
- at = attacker:GetType()
- war_group2 = vo.warGroup
- same_group = (at == SceneBaseType.Monster and war_group2 == war_group1) or ((at == SceneBaseType.Role or at == SceneBaseType.MainRole) and war_group2 == war_group1 and war_group1 > 0)
-
- x2, y2 = monster:GetRealPos()
- sort_type = 0
- if find_way == 1 then
- if vo.type == MonsterType.TASK_COLLECT or vo.type == MonsterType.COLLECT or vo.type == MonsterType.UD_COLLECT then
- sort_type = 999
- elseif vo.boss_type > 0 then
- sort_type = 899 + vo.boss_type
- else
- sort_type = 799
- end
- elseif find_way == 2 then
- sort_type = 999 + vo.hp/vo.maxHp
- end
- if monster ~= attacker and not same_group and not monster:IsDead() and vo.guaji_flag == 0 and (vo.can_attack == 1 or vo.type == MonsterType.MISSION_COLLECT)
- and not monster.buff_manager:hasUnbeatableBuff() and vo.type ~= MonsterType.PICK and (vo.type ~= MonsterType.COLLECT or (contain_collect_type and vo.type == MonsterType.COLLECT))
- and (not is_auto_select or not monster:HasModelHideFlag(SceneObj.ModelHideFlag.ServerHide)) then
- --计算距离(因为结果要按距离排序,所以必须要算)
- if hiter_pos_type == 1 then -- 腰部
- y2 = y2 + monster:GetBodyHeight() * 0.5
- elseif hiter_pos_type == 2 then
- y2 = y2 + monster:GetBodyHeight()
- end
- canSelected = true
- if movie_cfg and movie_cfg.unselected_by_block then
- local start_logic_pos = Vector2(attacker.real_pos.x / SceneObj_LogicRealRatio_x, attacker.real_pos.y / SceneObj_LogicRealRatio_y)
- local end_logic_pos = Vector2(x2 / SceneObj_LogicRealRatio_x, y2 / SceneObj_LogicRealRatio_y)
- if not self:IsStraightLine(start_logic_pos, end_logic_pos) then
- canSelected = false
- end
- end
- if canSelected then
- local dist_pw = GameMath_GetDistance(x1, y1, x2, y2, false)
- if dist_pw <= 2500 then --如果距离在(50,50)之内,就忽略距离判断和角度判断
- table_insert(ret, {monster, dist_pw,sort_type})
- --进行角度范围判定 攻击距离为半径,攻击范围为角度的扇形
- elseif dot_min ~= nil then
- local dir = co.TempVector2(x2-x1, y2-y1)
- dir:normalise()
- local dot = my_dir:dotProduct(dir) --a·b=|a||b|·cosθ
- if dot >= dot_min then
- if dist_pw <= distance * distance then
- table_insert(ret, {monster, dist_pw,sort_type})
- end
- end
- dir:DeleteV()
- --进行直线范围判定(要算dot值判断是否在前方) 攻击距离为长,攻击范围为宽的长方形
- elseif distance and area then
- if dist_pw <= (distance + area) * (distance + area) then
- local dir = co.TempVector2(x2-x1, y2-y1)
- dir:normalise()
- local dot = my_dir:dotProduct(dir)
- if dot > 0 then --在前方再详细算距离
- local relate_pos = {x=x2-x1, y=y2-y1}
- local d = GameMath.DistancePointToLine(my_dir, relate_pos, false)
- local curr_area = area
- --椭圆处理
- curr_area = curr_area
- if d <= curr_area * curr_area then
- table_insert(ret, {monster, dist_pw, sort_type})
- end
- end
- dir:DeleteV()
- end
- elseif area_pw == nil or dist_pw <= area_pw then --圆形
- table_insert(ret, {monster, dist_pw, sort_type})
- end
- end
- end
- end
- end
-
- local res = {}
- local left_num = n
- if #ret > 0 then
- if #ret > 1 then
- --对所有范围内的怪物按距离排序,先按(采集怪,boss怪,精英怪,普通怪)的怪物类型排序,如果类型相同,按距离排序
- local sort_func = function(t1, t2)
- if t1[3] == t2[3] then
- return t1[2] < t2[2]
- else
- return t1[3] > t2[3]
- end
- end
- table_sort(ret, sort_func)
- end
-
- for i = 1, n do
- local t = ret[i]
- if t then
- table_insert(res, t[1])
- left_num = left_num - 1
- end
- end
- end
-
- return res,left_num
- end
-
- --根据条件检索出符合条件的怪物列表
- --@n: 怪物数量,默认为1
- --@distance: 检索距离 用于直线表示直线的长度
- --@area: 检索范围半径,默认为无限,即全图范围
- --@find_dir: 检索方向
- --@find_radian: 检索角度 用于扇形
- --@center_pos: 检索范围的中心坐标点,默认为主角坐标
- function Scene:FindPartners(n, distance, area, find_dir, find_radian, center_pos, attacker, movie_cfg, select_type, defender_max_attack_count,not_use_3d_select_mode, hiter_pos_type, is_auto_select)
- if not self.scene_mgr:IsPKScene() then
- return {}, n
- end
-
- if n == 0 then
- return {}, 0
- end
- attacker = attacker or self.main_role
- local area_pw = area and (area * area) or nil
- local war_group1= attacker:GetVo().warGroup
- local my_dir = find_dir or attacker:GetDirection()
- if my_dir then
- my_dir:normalise()
- end
- local dot_min = find_radian and math.cos(find_radian / 2) or nil --左右各一半角度的cos值(dot值)
- local x1, y1 = attacker:GetRealPos()
- if center_pos ~= nil then
- x1, y1 = center_pos.x, center_pos.y
- end
-
- local ret = {}
- --把所有在距离内的、角度范围内的伙伴找出来
- for _, partner in pairs(self.partner_list) do
- --只找可以挂机的怪
- local at = attacker:GetType()
- local war_group2 = partner:GetVo().warGroup
- local same_group = war_group2 == war_group1 and war_group1 > 0
- local vo = partner:GetVo()
- local hited_count_by_mainRole = 0
- if attacker == self.main_role and defender_max_attack_count then
- local defender_count_info = SceneManager.Instance.mainRole_attacker_list[partner.id]
- if defender_count_info then
- if defender_max_attack_count > defender_count_info.attack_count then
- hited_count_by_mainRole = defender_count_info.attack_count
- else
- hited_count_by_mainRole = nil
- end
- end
- end
- if partner ~= attacker and not same_group and not partner:IsDead() and not partner.buff_manager:hasUnbeatableBuff()
- and hited_count_by_mainRole then
- --计算距离(因为结果要按距离排序,所以必须要算)
- local x2, y2 = partner:GetRealPos()
- local canSelected = true
- if movie_cfg and movie_cfg.unselected_by_block then
- local start_logic_pos = Vector2(attacker.real_pos.x / SceneObj_LogicRealRatio_x, attacker.real_pos.y / SceneObj_LogicRealRatio_y)
- local end_logic_pos = Vector2(x2 / SceneObj_LogicRealRatio_x, y2 / SceneObj_LogicRealRatio_y)
- if not self:IsStraightLine(start_logic_pos, end_logic_pos) then
- canSelected = false
- end
- end
- if canSelected then
- local dist_pw = GameMath_GetDistance(x1, y1, x2, y2, false)
-
- if dist_pw <= 2500 then --如果距离在(50,50)之内,就忽略距离判断和角度判断
- table_insert(ret, {partner, dist_pw, hited_count_by_mainRole})
- --进行角度范围判定 攻击距离为半径,攻击范围为角度的扇形
- elseif dot_min ~= nil then
- local dir = co.Vector2(x2-x1, y2-y1)
- dir:normalise()
- local dot = my_dir:dotProduct(dir) --a·b=|a||b|·cosθ
- if dot >= dot_min then
- if dist_pw <= distance * distance then
- table_insert(ret, {partner, dist_pw, hited_count_by_mainRole})
- end
- end
- --进行直线范围判定(要算dot值判断是否在前方) 攻击距离为长,攻击范围为宽的长方形
- elseif distance and area then
- if dist_pw <= (distance * distance) then
- local dir = co.Vector2(x2-x1, y2-y1)
- dir:normalise()
- local dot = my_dir:dotProduct(dir)
- if dot > 0 then --在前方再详细算距离
- local relate_pos = {x=x2-x1, y=y2-y1}
- local d = GameMath.DistancePointToLine(my_dir, relate_pos, false)
- local curr_area = area * 0.5
-
- if d <= curr_area * curr_area then
- table_insert(ret, {partner, dist_pw, hited_count_by_mainRole})
- end
- end
- end
- elseif area_pw == nil or dist_pw <= area_pw then
- table_insert(ret, {partner, dist_pw, hited_count_by_mainRole})
- end
- end
- end
- end
-
- if #ret > 1 then
- --对所有范围内的伙伴按距离排序
- local sort_func = function(t1, t2)
- if attacker == self.main_role and defender_max_attack_count then
- if t1[3] == t2[3] then
- return t1[2] < t2[2]
- else
- return t1[3] < t2[3]
- end
- else
- return t1[2] < t2[2]
- end
- end
- table_sort(ret, sort_func)
- end
-
- local res = {}
- local left_num = n
- for i=1, n do
- local t = ret[i]
- if t == nil then
- break
- else
- table_insert(res, t[1])
- left_num = left_num - 1
- end
- end
- return res, left_num
- end
-
- --根据条件检索出符合条件的玩家列表
- --@n: 玩家数量,默认为1
- --@distance: 检索距离 用于直线表示直线的长度
- --@area: 检索范围半径,默认为无限,即全图范围
- --@find_dir: 检索方向
- --@find_radian: 检索角度 用于扇形
- --@center_pos: 检索范围的中心坐标点,默认为主角坐标
- --@movie_cfg 客户端技能配置
- --@select_type 目标选取类型 3最近队友
- function Scene:FindRoles(n, distance, area, find_dir, find_radian, center_pos, attacker, movie_cfg, select_type, defender_max_attack_count, not_use_3d_select_mode, hiter_pos_type, is_auto_select)
- if not self.scene_mgr:IsPKScene() then
- return {}, n
- end
- if n == 0 then
- return {}, 0
- end
-
- attacker = attacker or self.main_role
- local attacker_vo = attacker:GetVo()
- local area_pw = area and (area * area) or nil
- local my_dir = find_dir or attacker:GetDirection()
- if my_dir then
- my_dir:normalise()
- end
- local dot_min = find_radian and math.cos(find_radian / 2) or nil --左右各一半角度的cos值(dot值)
- local war_group1= attacker_vo.warGroup
- local x1, y1 = attacker:GetRealPos()
- if center_pos ~= nil then
- x1, y1 = center_pos.x, center_pos.y
- end
- if (attacker:GetType() == SceneBaseType.FPearl or attacker:GetType() == SceneBaseType.Pokemon or attacker:GetType() == SceneBaseType.Baby) and attacker.owner then
- attacker = attacker.owner
- war_group1 = attacker:GetVo().warGroup
- end
-
- local ret = {}
- local vo = nil
- local war_group2 = nil
- local same_group = nil
- local canpkByPkStatus = true
- local x2, y2 = nil
- local canSelected = true
- for _, role in pairs(self.role_list) do
-
- vo = role:GetVo()
- if vo and role.id ~= attacker.id then
- war_group2 = vo.warGroup
- same_group = war_group2 == war_group1 and war_group1 > 0
- canpkByPkStatus = true
- if select_type == 3 then--最近队友 辅助技能给自己队友加属性
- if attacker_vo.team_id == vo.team_id and attacker_vo.team_id > 0 then
- same_group = false
- else
- same_group = true
- end
- elseif war_group1 == 0 and war_group2 == 0 then
-
- if attacker:GetType() == SceneBaseType.Pokemon or attacker:GetType() == SceneBaseType.Baby or attacker:GetType() == SceneBaseType.FPearl then
- if attacker.owner and attacker.owner.vo then
- canpkByPkStatus = self.scene_mgr:CanPKByPKStatus(attacker.owner.vo, vo)
- else
- canpkByPkStatus = false
- end
- else
- canpkByPkStatus = self.scene_mgr:CanPKByPKStatus(attacker.vo, vo)
- end
-
- end
- canpkByPkStatus = canpkByPkStatus --or self.fight_back_mgr:IsAttacker(vo.role_id)
- x2, y2 = role:GetRealPos()
-
- if role ~= attacker and canpkByPkStatus and not same_group and not role:IsDead() and not role.buff_manager:hasUnbeatableBuff()
- and not vo.is_virtual_friend and (vo.protect_time - TimeUtil:getServerTime() <= 0) and (not is_auto_select or ( (self.scene_mgr:IsGuildWarScene() or not self.scene_mgr:IsSafeArea(nil, x2, y2)) and not role:HasModelHideFlag(SceneObj.ModelHideFlag.ServerHide)))
- and (attacker:GetType() ~= SceneBaseType.FPearl and attacker:GetType() ~= SceneBaseType.Pokemon and attacker:GetType() ~= SceneBaseType.Baby or (attacker.owner and attacker.owner ~= role)) then
- if hiter_pos_type == 1 then -- 腰部
- y2 = y2 + role:GetBodyHeight() * 0.5
- elseif hiter_pos_type == 2 then
- y2 = y2 + role:GetBodyHeight()
- end
- canSelected = true
- if movie_cfg and movie_cfg.unselected_by_block then
- local start_logic_pos = Vector2(attacker.real_pos.x / SceneObj_LogicRealRatio_x, attacker.real_pos.y / SceneObj_LogicRealRatio_y)
- local end_logic_pos = Vector2(x2 / SceneObj_LogicRealRatio_x, y2 / SceneObj_LogicRealRatio_y)
- if not self:IsStraightLine(start_logic_pos, end_logic_pos) then
- canSelected = false
- end
- end
- if canSelected then
- --计算距离(因为结果要按距离排序,所以必须要算)
- local dist_pw = GameMath_GetDistance(x1, y1, x2, y2, false)
- if dist_pw <= 2500 then --如果距离在(50,50)之内,就忽略距离判断和角度判断
- table_insert(ret, {role, dist_pw})
- --进行角度范围判定 攻击距离为半径,攻击范围为角度的扇形
- elseif dot_min ~= nil then
- local dir = co.Vector2(x2-x1, y2-y1)
- dir:normalise()
- local dot = my_dir:dotProduct(dir) --a·b=|a||b|·cosθ
- if dot >= dot_min then
- if dist_pw <= distance * distance then
- table_insert(ret, {role, dist_pw})
- end
- end
- --进行直线范围判定(要算dot值判断是否在前方) 攻击距离为长,攻击范围为宽的长方形
- elseif distance and area then
- if dist_pw <= (distance * distance) then
- local dir = co.Vector2(x2-x1, y2-y1)
- dir:normalise()
- local dot = my_dir:dotProduct(dir)
- if dot > 0 then --在前方再详细算距离
- local relate_pos = {x=x2-x1, y=y2-y1}
- local d = GameMath.DistancePointToLine(my_dir, relate_pos, false)
- local curr_area = area * 0.5
- if d <= curr_area * curr_area then
- table_insert(ret, {role, dist_pw})
- end
- end
- end
- elseif area_pw == nil or dist_pw <= area_pw then
- table_insert(ret, {role, dist_pw})
- end
- end
- end
- end
- end
- local res = {}
- local left_num = n
- if #ret > 0 then
- --超过一个才需要排序
- if #ret > 1 then
- --对所有范围内的怪物按距离排序
- local sort_func = function(t1, t2)
- return t1[2] < t2[2]
- end
- table_sort(ret, sort_func)
- end
-
- for i=1, n do
- local t = ret[i]
- if t then
- table_insert(res, t[1])
- left_num = left_num - 1
- end
- end
- end
-
- return res,left_num
- end
-
- --挂机玩家寻找怪物方法
- --根据条件检索出符合条件的怪物列表
- --@n: 怪物数量,默认为1
- --@distance: 检索距离 用于直线表示直线的长度
- --@area: 检索范围半径,默认为无限,即全图范围
- --@find_dir: 检索方向
- --@find_radian: 检索角度 用于扇形
- --@center_pos: 检索范围的中心坐标点,默认为主角坐标
- --@find_way == : 寻找目标的方式,1:目标的类型(采集>boss>小怪) 2:血量
- function Scene:HookRoleFindMonsters(n, distance, area, find_dir, find_radian, center_pos, attacker, movie_cfg, select_type, defender_max_attack_count, not_use_3d_select_mode, hiter_pos_type, is_auto_select, find_way)
- if self.scene_mgr:IsSafeScene() then
- return {}, n
- end
- if n == 0 then
- return {}, 0
- end
- attacker = attacker or self.main_role
- find_way = find_way or 1
- local area_pw = area and (area * area) or nil
- local war_group1= attacker:GetVo().warGroup
- local my_dir = find_dir or attacker:GetDirection()
- if my_dir then
- my_dir:normalise()
- end
- local dot_min = find_radian and math.cos(find_radian / 2) or nil --左右各一半角度的cos值(dot值)
- local x1, y1 = attacker:GetRealPos()
- if center_pos ~= nil then
- x1, y1 = center_pos.x, center_pos.y
- end
-
- local ret = {}
- --把所有在距离内的、角度范围内的怪物找出来
- local vo = nil
- local at = nil
- local x2, y2 = nil
- local sort_type = 0
- local canSelected = true
- for _, monster in pairs(self.monster_list) do
- vo = monster:GetVo()
- if vo then
- at = attacker:GetType()
-
- x2, y2 = monster:GetRealPos()
- sort_type = 0
- if find_way == 1 then
- sort_type = 799
- elseif find_way == 2 then
- sort_type = 999 + vo.hp/vo.maxHp
- end
-
- if monster ~= attacker and not monster:IsDead() and vo.guaji_flag == 0 and vo.can_attack == 1
- and not monster.buff_manager:hasUnbeatableBuff() and vo.type == MonsterType.NORMAL
- and (not is_auto_select or not monster:HasModelHideFlag(SceneObj.ModelHideFlag.ServerHide)) then
- --计算距离(因为结果要按距离排序,所以必须要算)
- if hiter_pos_type == 1 then -- 腰部
- y2 = y2 + monster:GetBodyHeight() * 0.5
- elseif hiter_pos_type == 2 then
- y2 = y2 + monster:GetBodyHeight()
- end
- canSelected = true
- if movie_cfg and movie_cfg.unselected_by_block then
- local start_logic_pos = Vector2(attacker.real_pos.x / SceneObj_LogicRealRatio_x, attacker.real_pos.y / SceneObj_LogicRealRatio_y)
- local end_logic_pos = Vector2(x2 / SceneObj_LogicRealRatio_x, y2 / SceneObj_LogicRealRatio_y)
- if not self:IsStraightLine(start_logic_pos, end_logic_pos) then
- canSelected = false
- end
- end
- if canSelected then
- local dist_pw = GameMath_GetDistance(x1, y1, x2, y2, false)
- if dist_pw <= 2500 then --如果距离在(50,50)之内,就忽略距离判断和角度判断
- table_insert(ret, {monster, dist_pw,sort_type})
- --进行角度范围判定 攻击距离为半径,攻击范围为角度的扇形
- elseif dot_min ~= nil then
- local dir = co.Vector2(x2-x1, y2-y1)
- dir:normalise()
- local dot = my_dir:dotProduct(dir) --a·b=|a||b|·cosθ
- if dot >= dot_min then
- if dist_pw <= distance * distance then
- table_insert(ret, {monster, dist_pw,sort_type})
- end
- end
- --进行直线范围判定(要算dot值判断是否在前方) 攻击距离为长,攻击范围为宽的长方形
- elseif distance and area then
- if dist_pw <= (distance + area) * (distance + area) then
- local dir = co.Vector2(x2-x1, y2-y1)
- dir:normalise()
- local dot = my_dir:dotProduct(dir)
- if dot > 0 then --在前方再详细算距离
- local relate_pos = {x=x2-x1, y=y2-y1}
- local d = GameMath.DistancePointToLine(my_dir, relate_pos, false)
- local curr_area = area
-
- if d <= curr_area * curr_area then
- table_insert(ret, {monster, dist_pw, sort_type})
- end
- end
- end
- elseif area_pw == nil or dist_pw <= area_pw then --圆形
- table_insert(ret, {monster, dist_pw, sort_type})
- end
- end
- end
- end
- end
-
- local res = {}
- local left_num = n
- if #ret > 0 then
- --对所有范围内的怪物按距离排序,先按(采集怪,boss怪,精英怪,普通怪)的怪物类型排序,如果类型相同,按距离排序
- local sort_func = function(t1, t2)
- if t1[3] == t2[3] then
- return t1[2] < t2[2]
- else
- return t1[3] > t2[3]
- end
- end
- table_sort(ret, sort_func)
-
- for i = 1, n do
- local t = ret[i]
- if t then
- table_insert(res, t[1])
- left_num = left_num - 1
- end
- end
- end
- return res,left_num
- end
-
-
- -- 取消寻路处理
- function Scene:ClearFindWayParam()
- self:clearFindNextScene()
- end
-
- function Scene:ClearFindNextScene()
- self.scene_mgr.find_nextvo = nil
- self.find_isAgain = nil
- self.scene_mgr.next_scene_id=0
- end
-
- function Scene:CancelWaitQuest( )
- if self.timer then
- GlobalTimerQuest:CancelQuest(self.timer)
- self.timer = nil
- end
- if self.rush_to_pos_timer then
- GlobalTimerQuest:CancelQuest(self.rush_to_pos_timer)
- self.rush_to_pos_timer = nil
- end
- end
-
- function Scene:FindElement(findVo, isAgain)
- if not self.main_role then
- GameError.Instance:SendErrorToPHP("FindElement scene_data_loaded"..(self.scene_data_loaded and "yes" or "no") .." "..debug.traceback())
- return
- end
-
- if self.main_role:IsFishingState() then
- Message.show("钓鱼中~,请先退出钓鱼状态")
- return
- end
-
- isAgain = isAgain or false
- if findVo == nil or findVo.type==nil or findVo.sceneId==nil or findVo.id==nil then
- return
- end
- -- 判断目标场景是否开启
- if findVo.sceneId ~= self.scene_mgr:GetSceneId() then
- local vo = {}
- vo.scene_id = findVo.sceneId
- local hasOpen = MapModel:getInstance():CanEnterScene(vo)
- if hasOpen ~= true then
- Message.show("无法进入目标场景")
- logWarn("目标场景尚未开放 场景id" .. findVo.sceneId)
- return
- end
- end
-
- self:clearGoToData()
- GlobalEventSystem:Fire(EventName.FINDWAY_STARTED)
-
-
-
- -- 寻路NPC要重新计算距离
- if findVo.type == FindVo.NPC then
- local npc = self.scene_mgr:GetNpcVo(findVo.id)
-
- if npc then
- findVo.x = npc.logic_x
- findVo.y = npc.logic_y
- end
- end
-
- TaskModel:getInstance().need_check_monster = findVo.need_check_monster
-
- --跳完后 继续寻路
- OperateManager.Instance.jump_end_not_continue = false
- -----------------设置飞鞋坐标-----------------
- local function callback()
- GlobalEventSystem:Fire(EventName.FIND,findVo)
- end
- AutoFightManager:getInstance():SetFlyData(findVo.sceneId, findVo.x* SceneObj_LogicRealRatio_x, findVo.y* SceneObj_LogicRealRatio_y, callback)
-
- -----------------是否处于处于CanMove状态------------------
- self:CancelWaitQuest()
- if self.main_role and not self.main_role:CanMove() and not self.main_role:IsInState(PoseState.STORY) then
- local timer_func = function ()
- if self.main_role and self.main_role:CanMove() then
- self:FindElement(findVo)
- return
- end
- end
- self.timer = GlobalTimerQuest:AddPeriodQuest(timer_func, 0.1, -1)
- return
- end
-
- self.find_vo_cache = findVo
- local myx = self.mainrole_vo.pos_x / SceneObj_LogicRealRatio_x
- local myy = self.mainrole_vo.pos_y / SceneObj_LogicRealRatio_y
-
- --寻路自动上坐骑
- local limit_dis = Config.otherFightInfo.ride_horse_limit_distance / SceneObj_LogicRealRatio_x
- if SceneManager.Instance:IsShowHorseScene() then
- if findVo.sceneId == self.scene_mgr:GetSceneId() then
- local distance_match = GameMath_GetDistance(myx, myy, findVo.x, findVo.y, false) > limit_dis*limit_dis
- local ride_is_unlock = TaskModel:getInstance():IsTaskFinished(10200)
- local pre_task_match = TaskModel:getInstance():IsTaskFinished(10310)
- local next_task_match = TaskModel:getInstance():IsTaskFinished(10430)
- --新手10310到10430任务期间不要自动上坐骑
- if distance_match and ride_is_unlock and not (pre_task_match and not next_task_match) then
- GlobalEventSystem:Fire(EventName.RIDE_HORSE)
- end
- else
- if not findVo.force_change_scene then
- GlobalEventSystem:Fire(EventName.RIDE_HORSE)
- end
- end
- end
-
- if findVo.sceneId ~= self.scene_mgr:GetSceneId() then --跨场景
- local door_list = self.scene_mgr.door_vo_list
- local temp_door = false
- local min_door_dis_pow = 0
- for k,v in pairs(door_list) do
- local x1, y1 = v.pixel_x, v.pixel_y
- local x2, y2 = self.main_role:GetRealPos()
- local dist_pow = GameMath_GetDistance(x1, y1, x2, y2, false)
- if not temp_door or dist_pow < min_door_dis_pow then
- temp_door = v
- min_door_dis_pow = dist_pow
- end
- end
- if temp_door then
- self:MainRoleMoveToDoor(temp_door)
- else
- findVo.force_change_scene = false
- self.scene_mgr.find_nextvo = findVo
- self.find_isAgain = isAgain
- GlobalEventSystem:Fire(SceneEventType.REQUEST_CHANGE_SCENE, findVo.sceneId, findVo.call_type)
- end
- return
- end
- if findVo.type == FindVo.SCENE then
- self:ClearFindNextScene()
- GlobalEventSystem:Fire(EventName.FINDWAY_ENDED)
- return
- elseif findVo.type == FindVo.NPC then
- if not SceneManager.Instance:IsHomeBuildScene() then
- self:mainRoleToNpc(findVo.id)
- else
- local lx, ly = self.main_role:GetLogicPos()
- if GameMath_GetDistance(lx, ly, findVo.x, findVo.y) <= 1 then
- self.main_role:DoStand()
- local onDelay = function ()
- if self.delay_timer_id then
- GlobalTimerQuest:CancelQuest(self.delay_timer_id)
- self.delay_timer_id = nil
- end
- GlobalEventSystem:Fire(EventName.FINDWAY_ENDED)
- end
- self.delay_timer_id = GlobalTimerQuest:AddDelayQuest(onDelay, 0.5)
- if findVo.call_back then
- findVo.call_back()
- end
- else
- self:MainRoleMoveAndCancel(co.TableXY(findVo.x, findVo.y), 0, findVo.call_back)
- end
- end
- elseif findVo.type == FindVo.MONSTER then --主要采集任务
- local lx, ly = self.main_role:GetLogicPos()
- if (findVo.x > 0 or findVo.y > 0) and GameMath_GetDistance(lx, ly, findVo.x, findVo.y) > 20 then
- if isAgain == false then
- local function findAgain()
- local mon = self:FindNearestMonster(findVo.id, false, true)
- if mon then
- self:MainRoleAttackMonster(mon)
- end
- end
- self:MainRoleMoveAndCancel(co.TableXY(findVo.x, findVo.y), 0, findAgain)
- end
- elseif self.scene_mgr:GetMonsterVoByTypeId(findVo.id) ~= nil then
- if isAgain == false then
- local mon = self:FindNearestMonster(findVo.id, false, true)
- if mon then
- self:MainRoleAttackMonster(mon)
- GlobalEventSystem:Fire(EventName.FINDWAY_ENDED)
- end
- end
- else
- GlobalEventSystem:Fire(EventName.FINDWAY_ENDED)
- if TaskModel:getInstance().is_auto_task and not AutoFightManager:getInstance().is_temp_mode then --九宫格加载慢,隔1秒去尝试找怪
- local onDelay = function ( )
- if self.scene_mgr:IsMainCityAndFieldScene() then
- GlobalEventSystem:Fire(EventName.FORCE_TO_DO_TASK)
- end
- end
- setTimeout(onDelay, 1)
- end
- end
- elseif findVo.type == FindVo.PLAYER then
- local player = self:GetRole(findVo.id)
- GlobalEventSystem:Fire(EventName.FINDWAY_ENDED)
- if player ~= nil then
- self:MainRoleAttackRole(player)
- end
- elseif findVo.type == FindVo.POINT then --主要打怪任务
- local lx, ly = self.main_role:GetLogicPos()
- local range = findVo.range or 0
- if GameMath_GetDistance(lx, ly, findVo.x, findVo.y) <= 1 then
- GlobalEventSystem:Fire(EventName.FINDWAY_ENDED)
- if findVo.call_back then
- findVo.call_back()
- end
- else
- self:MainRoleMoveAndCancel(co.TableXY(findVo.x, findVo.y), range, findVo.call_back)
- end
-
- elseif findVo.type == FindVo.Fishing then
- local lx, ly = self.main_role:GetLogicPos()
- if GameMath_GetDistance(lx, ly, findVo.x, findVo.y) <= 1 then
- self.main_role:DoStand()
- local onDelay = function ()
- if self.delay_timer_id then
- GlobalTimerQuest:CancelQuest(self.delay_timer_id)
- self.delay_timer_id = nil
- end
- GlobalEventSystem:Fire(EventName.FINDWAY_ENDED)
- end
- self.delay_timer_id = GlobalTimerQuest:AddDelayQuest(onDelay, 0.5)
- if findVo.call_back then
- findVo.call_back()
- end
- else
- self:MainRoleMoveAndCancel(co.TableXY(findVo.x, findVo.y), 0, findVo.call_back)
- end
- elseif findVo.type == FindVo.Figure then
- elseif findVo.type == FindVo.Thinking then
- elseif findVo.type == FindVo.Explore then
- local lx, ly = self.main_role:GetLogicPos()
- local range = findVo.range or 0
- local function on_move_callback( )
- GlobalEventSystem:Fire(EventName.FINDWAY_ENDED)
- local action_time = findVo.time or 0.3
- action_time = action_time > 1 and action_time - 0.5 or action_time
- print("tanar: [Scene 6280]=> action_time: ",action_time)
- if action_time > 0 then
- local call_back = function ( )
- if findVo.call_back then
- findVo.call_back()
- end
- end
- GlobalEventSystem:Fire(EventName.OPEN_COLLECT_VIEW, 0, 0, action_time, true, call_back)
- else
- if findVo.call_back then
- findVo.call_back()
- end
- end
- end
- if GameMath_GetDistance(lx, ly, findVo.x, findVo.y) <= 1 then
- on_move_callback()
- else
- self:MainRoleMoveAndCancel(co.TableXY(findVo.x, findVo.y), range, on_move_callback)
- end
- end
- end
-
- --[[
- 功能:走到传送点
- ]]
- function Scene:ToTheDoor()
- local door_vo = self.scene_mgr:GetTheDoorVo()
- if door_vo == nil then
- return false
- end
- self:MainRoleMoveToDoor(door_vo)
- return true
- end
-
- -- 跨场景,继续寻路
- function Scene:FindContinue()
- if self.scene_mgr.find_nextvo then
- self:FindElement(self.scene_mgr.find_nextvo,self.find_isAgain)
- self.scene_mgr.find_nextvo = nil
- self.find_isAgain = nil
- end
- end
-
- --[[
- 功能: 坐骑改变(场景通知)
- ]]
- function Scene:HorseChange(scmd)
- local scene_id = self.scene_mgr:GetSceneId()
- local scenne_action_cfg = Config.otherFightInfo.special_scene_action[scene_id]
- if scenne_action_cfg and scenne_action_cfg.is_hide_horse then
- scmd.is_ride = false
- return
- end
- local role_id = scmd.role_id
- local is_ride = scmd.is_ride
- local horse_id = scmd.figure_id
- local move_speed = scmd.speed
- local roleVo = self.scene_mgr:GetRoleVo(role_id)
- if roleVo ~= nil then
- roleVo:ChangeVar("move_speed", move_speed)
- roleVo:ChangeVar("is_ride",is_ride)
- roleVo:ChangeVar("horse_id", horse_id)
- else
- print("warning! can not find a role to handle move response!")
- end
- end
-
- --[[
- 功能: 宠物改变(场景通知)
- ]]
- function Scene:PetChange(scmd)
- local role_id = scmd.role_id
- local pet_id = scmd.figure_id
- local pet_status = scmd.hide_status
- local roleVo = self.scene_mgr:GetRoleVo(role_id)
- if roleVo ~= nil then
- roleVo:ChangeVar("pet_id", pet_id)
- roleVo:ChangeVar("pet_status", pet_status)
- else
- print("warning! can not find a role to handle move response!")
- end
- end
-
- --[[
- 功能: 宝宝改变(场景通知)
- ]]
- function Scene:BabyChange(scmd)
- local role_id = scmd.role_id
- local roleVo = self.scene_mgr:GetRoleVo(role_id)
- if roleVo ~= nil then
- roleVo:ChangeVar("child_follow_status", scmd.child_is_follow)
- roleVo:ChangeVar("child_sex", scmd.child_sex)
- roleVo:ChangeVar("child_ageMonth", scmd.child_age_month)
- --roleVo:ChangeVar("child_heartLinkLevel", scmd.heart_link_level)
- roleVo:ChangeVar("child_vehicle_id", scmd.vehicle_id)
- roleVo:ChangeVar("child_fashion", scmd.fashion_list)
- else
- print("warning! can not find a role to handle move response!")
- end
- end
-
-
- --[[
- 功能: 时装改变(场景通知)
- ]]
- function Scene:FashionChange(scmd)
- local role_id = scmd.role_id
- local fashion_model_list = scmd.fashion_equip
- local roleVo = self.scene_mgr:GetRoleVo(role_id)
- if roleVo ~= nil then
- --时装变更时,需要清理珍宝和皮肤的数据
- if FosterController.Instance then
- local temp_data = {type_id = scmd.pos, fashion_id = scmd.fashion_id, color_id = scmd.color_id}
- FosterController.Instance:ChangeRoleFashionInfo(temp_data,role_id)
- end
- roleVo.fashion_model_list = fashion_model_list
- roleVo:ChangeVar("fashion_model_list", fashion_model_list, nil, true)
- else
- print("warning! can not find a role to handle move response!")
- end
- end
-
-
- --[[
- 功能: 光武改变(场景通知)
- ]]
- function Scene:LightWeaponChange(scmd)
- local role_id = scmd.role_id
- local light_weapon_model = scmd.light_weapon_model
- local roleVo = self.scene_mgr:GetRoleVo(role_id)
- if roleVo ~= nil then
- roleVo:ChangeVar("light_weapon_model", light_weapon_model, nil, true)
- else
- print("warning! can not find a role to handle move response!")
- end
- end
-
- --[[
- 功能: 小精灵改变(场景通知)
- ]]
- function Scene:SpriteChange(scmd)
- local role_id = scmd.role_id
- local sprite_id = scmd.figure_id
- local roleVo = self.scene_mgr:GetRoleVo(role_id)
- if roleVo ~= nil then
- roleVo:ChangeVar("sprite_id", sprite_id)
- else
- print("warning! can not find a role to handle move response!")
- end
- end
-
- --[[
- 功能: 式神改变(场景通知)
- ]]
- function Scene:GodChange(scmd)
- local role_id = scmd.role_id
- local god_id = scmd.god_id
- local hp = scmd.hp
- local hp_lim = scmd.hp_lim
-
- local roleVo = self.scene_mgr:GetRoleVo(role_id)
- if roleVo ~= nil then
- roleVo.god_max_hp = hp_lim
- roleVo:ChangeVar("god_id", god_id)
- roleVo:ChangeVar("god_hp", hp)
- -- roleVo:ChangeVar("god_max_hp", hp_lim)
- else
- print("warning! can not find a role to handle move response!")
- end
- end
-
- --[[
- 功能: 场景角色属性改变(场景通知)
- ]]
- function Scene:RoleOtherProChange(role_id, scmd)
- local roleVo = self.scene_mgr:GetRoleVo(role_id)
- if roleVo ~= nil then
- print("12010--------RoleOtherProChange---------")
- for i,v in ipairs(scmd) do
- if v.style == 1 then --等级衣服模型
- roleVo:UpdateLevelModelList(1, v.value)
- roleVo:ChangeVar("fashion_model_list",roleVo.fashion_model_list, nil, true)
- elseif v.style == 2 then --等级武器模型
- roleVo:UpdateLevelModelList(2, v.value)
- roleVo:ChangeVar("level_model_list",roleVo.level_model_list, nil, true)
- elseif v.style == 3 then --等级头部模型
- roleVo:UpdateLevelModelList(3, v.value)
- roleVo:ChangeVar("fashion_model_list",roleVo.fashion_model_list, nil, true)
- elseif v.style == 4 then --降神变化通知
- roleVo:ChangeVar("god_id", v.value)
- elseif v.style == 5 then
- roleVo:ChangeVar("pokemon_id", v.value)
- elseif v.style == 6 then
- roleVo:ChangeVar("escort_state", v.value)
- elseif v.style == 7 then --活跃度形象
- roleVo:ChangeVar("image_id", v.value)
- elseif v.style == 8 then
- roleVo:ChangeVar("protect_time", v.value)
- elseif v.style == 9 then
- roleVo:ChangeVar("deity_id", v.value)
- elseif v.style == 10 then--羁绊对象名
- roleVo:ChangeVar("mate_name", v.value)
- elseif v.style == 11 then--羁绊称号名
- roleVo:ChangeVar("mate_title", v.value)
- elseif v.style == 12 then--羁绊等级
- roleVo:ChangeVar("mate_lv", tonumber(v.value))
- elseif v.style == 13 then--跟随
- roleVo:ChangeVar("evil_id", tonumber(v.value))
- end
- end
- else
- -- print("warning! can not find a role to handle move response!")
- end
- end
-
- --改变玩家活动通用标志
- function Scene:FlagChange(role_id, scmd)
- local roleVo = self.scene_mgr:GetRoleVo(role_id)
- -- 获取不到玩家数据的话,检测加载缓存列表的数据
- local is_delay_vo = false
- if not roleVo then
- roleVo = self.scene_mgr:GetDelayRoleVo(role_id)
- is_delay_vo = true
- end
- if roleVo ~= nil and scmd then
- if roleVo.activity_flags == nil then
- roleVo.activity_flags = {}
- end
- for i,v in ipairs(scmd) do
- local find = false
- for j,vo in ipairs(roleVo.activity_flags) do
- if v.key == vo.key then
- vo.value = v.value
- find = true
- break
- end
- end
- if find == false then
- local obj = {}
- obj.key = v.key
- obj.value = v.value
- table_insert(roleVo.activity_flags, obj)
- end
- end
- if not is_delay_vo then
- roleVo:ChangeVar("activity_flags",roleVo.activity_flags, nil, true)
- end
- else
- --print("warning! can not find a role to handle move response!")
- end
- end
-
- --从列表中获取离主角最近的场景对象
- function Scene:FindNearestSceneObj(src_list)
- if src_list == nil or not self.main_role then return end
- local min_dist_pow = nil
- local min_dist_obj = nil
- local scene_obj = nil
- local x1, y1 = self.main_role:GetRealPos()
- for i, vo in pairs(src_list) do
- if vo.obj_type == SceneBaseType.Role or vo.obj_type == SceneBaseType.Fake_Role then
- scene_obj = self:GetRole(vo.id)
- else
- scene_obj = self:GetSceneObj(vo.id)
- end
- if scene_obj and not scene_obj:IsDead() and self.scene_mgr:IsCanAttackByMainRole(scene_obj:GetVo())then
- local x2, y2 = scene_obj:GetRealPos()
- local dist_pow = GameMath_GetDistance(x1, y1, x2, y2, false)
- if min_dist_pow == nil or dist_pow < min_dist_pow then
- min_dist_pow = dist_pow
- min_dist_obj = scene_obj
- end
- end
- end
- return min_dist_obj
- end
-
- function Scene:FindNearestSelectableTargets(find_type, n, find_way, area)
- if Scene.FIND_TARGET_TYPE.monster == find_type then
- local monster_list,left_num = self:FindNearestSelectableMonsters(n, find_way, area)
- return monster_list, left_num
- elseif Scene.FIND_TARGET_TYPE.role == find_type then
- local role_list,left_num = self:FindNearestSelectableRoles(n, find_way, area)
- return role_list, left_num
- elseif Scene.FIND_TARGET_TYPE.all == find_type then
- local role_list, monster_list, left_num = nil,nil,nil
- role_list,left_num = self:FindNearestSelectableRoles(n, find_way, area)
- monster_list,left_num = self:FindNearestSelectableMonsters(left_num,find_way, area)
- return monster_list, role_list
- end
- end
-
- function Scene:FindNearestSelectableRoles(n, find_way, area)
- if self.scene_mgr:IsSafeScene() then
- return {}, n
- end
- if n == 0 then
- return {}, 0
- end
- local attacker = self.main_role
- if not attacker then
- return {}, n
- end
- local war_group1= attacker:GetVo().warGroup
- local my_dir = attacker:GetDirection()
- if my_dir then
- my_dir:normalise()
- end
- local x1, y1 = attacker:GetRealPos()
- local ret = {}
- for _, role in pairs(self.role_list) do
- local vo = role:GetVo()
- if vo then
- local war_group2 = vo.warGroup
- local same_group = war_group2 == war_group1 and war_group1 > 0
- local canpkByPkStatus = true
- if select_type == 3 then--最近队友 辅助技能给自己队友加属性
- if attacker_vo.team_id == vo.team_id and attacker_vo.team_id > 0 then
- same_group = false
- else
- same_group = true
- end
- elseif war_group1 == 0 and war_group2 == 0 then
- canpkByPkStatus = self.scene_mgr:CanPKByPKStatus(attacker.vo, vo)
- end
- local x2, y2 = role:GetRealPos()
- if role ~= attacker and canpkByPkStatus and not same_group and not role:IsDead() and not role.buff_manager:hasUnbeatableBuff()
- and not vo.is_virtual_friend and ( (self.scene_mgr:IsGuildWarScene() or not self.scene_mgr:IsSafeArea(nil, x2, y2)) and not role:HasModelHideFlag(SceneObj.ModelHideFlag.ServerHide)) then
- --计算距离(因为结果要按距离排序,所以必须要算)
- local dist_pw = GameMath_GetDistance(x1, y1, x2, y2, false)
- if dist_pw <= 2500 then --如果距离在(50,50)之内,就忽略距离判断和角度判断
- table_insert(ret, {role, dist_pw})
- else
- table_insert(ret, {role, dist_pw})
- end
- end
- end
- end
-
- --对所有范围内的怪物按距离排序
- local sort_func = function(t1, t2)
- return t1[2] < t2[2]
- end
- table_sort(ret, sort_func)
-
- local res = {}
- local left_num = n
- for i=1, n do
- local t = ret[i]
- if t == nil then
- break
- else
- table_insert(res, t[1])
- left_num = left_num - 1
- end
- end
- return res, left_num
- end
-
- --获取离玩家最近的可选怪物
- --@find_way == : 寻找目标的方式,1:目标的类型(采集>boss>小怪) 2:血量
- function Scene:FindNearestSelectableMonsters(n ,find_way,area)
- if self.scene_mgr:IsSafeScene() then
- return {}, n
- end
- if n == 0 then
- return {}, 0
- end
- local attacker = self.main_role
- if not attacker then
- return {}, n
- end
- find_way = find_way or 1
- local area_pw = area and (area * area) or nil
- local war_group1= attacker:GetVo().warGroup
- local my_dir = find_dir or attacker:GetDirection()
- if my_dir then
- my_dir:normalise()
- end
- local dot_min = find_radian and math.cos(find_radian / 2) or nil --左右各一半角度的cos值(dot值)
- local x1, y1 = attacker:GetRealPos()
- local ret = {}
- --把所有在距离内的、角度范围内的怪物找出来
- for _, monster in pairs(self.monster_list) do
-
- local vo = monster:GetVo()
- if vo then
- local at = attacker:GetType()
- local war_group2 = vo.warGroup
- local same_group = (at == SceneBaseType.Monster and war_group2 == war_group1) or ((at == SceneBaseType.Role or at == SceneBaseType.MainRole) and war_group2 == war_group1 and war_group1 > 0)
- local is_mine = monster.role_id == RoleManager.Instance.mainRoleInfo.role_id
- local x2, y2 = monster:GetRealPos()
- local sort_type = 0
- if find_way == 1 then
- if vo.type == MonsterType.TASK_COLLECT or vo.type == MonsterType.COLLECT or vo.type == MonsterType.UD_COLLECT then
- sort_type = 999
- elseif vo.boss_type > 0 then
- sort_type = 899 + vo.boss_type
- else
- sort_type = 799
- end
- elseif find_way == 2 then
- sort_type = 999 + vo.hp/vo.maxHp
- end
- if monster ~= attacker and not same_group and not monster:IsDead() and vo.guaji_flag == 0 and vo.can_attack == 1
- and not monster.buff_manager:hasUnbeatableBuff() and vo.type ~= MonsterType.PICK
- and not monster:HasModelHideFlag(SceneObj.ModelHideFlag.ServerHide) and not is_mine then
- --计算距离(因为结果要按距离排序,所以必须要算)
- local dist_pw = GameMath_GetDistance(x1, y1, x2, y2, false)
- if dist_pw <= 2500 then --如果距离在(50,50)之内,就忽略距离判断和角度判断
- table_insert(ret, {monster, dist_pw, sort_type})
- --进行角度范围判定 攻击距离为半径,攻击范围为角度的扇形
- elseif area_pw == nil or dist_pw <= area_pw then --圆形
- table_insert(ret, {monster, dist_pw, sort_type})
- end
- end
- end
- end
-
- --对所有范围内的怪物排序,先按(采集怪,boss怪,精英怪,普通怪)的怪物类型排序,如果类型相同,按距离排序
- local sort_func = function(t1, t2)
- if t1[3] == t2[3] then
- return t1[2] < t2[2]
- else
- return t1[3] > t2[3]
- end
- end
- table_sort(ret, sort_func)
-
- local res = {}
- local left_num = n
- for i=1, n do
- local t = ret[i]
- if t == nil then
- break
- else
- table_insert(res, t[1])
- left_num = left_num - 1
- end
- end
- return res, left_num
- end
-
- --获取离玩家最近的怪物,可指定类型id, (boss怪>普通怪>采集怪)
- function Scene:FindNearestMonster(mon_id, distance, contain_collect_type)
- local distance = distance or self.pre_check_distance --预选目标的距离限制
- local my_group = RoleManager.Instance.mainRoleInfo.warGroup
- local min_dist_mon, min_dist_pow = nil, nil
- -- 幻魔星域场景 没次数时不寻怪
- local is_desert_scene = self.scene_mgr:IsBossDesertedScene() or self.scene_mgr:IsDesertedBossCrossScene()
- local support_boss = GuildModel:getInstance():GetGuildSupportBossId( )--要过滤掉当前协助的进攻对象
-
- for _, monster in pairs(self.monster_list) do
- local mon_group = monster.vo.warGroup
- local same_group = my_group > 0 and my_group == mon_group --攻击者分组大于0的前提下才需要考虑是否相同分组
- if monster and (not mon_id or monster.vo.type_id == mon_id) and not monster:IsDead() and not same_group then
- --再选类型 采集物 或者 可攻击怪物
- if (contain_collect_type and self:MonsterIsCollect(monster.vo.type))
- or (monster.vo.can_attack ~= 0 and not self:IsMonsterInvincible(monster)) -- 怪物不可攻击或者怪物进入无敌状态
- and (monster.vo.role_id ~= RoleManager.Instance.mainRoleInfo.role_id) then
- if is_desert_scene then
- local rest_boss_time, rest_mon_time = BossModel:GetInstance():GetDesertedBossRestNum( )
- if (support_boss == monster.vo.type_id) or --协助中
- (rest_boss_time <= 0 and rest_mon_time > 0 and -- 仅有精英怪次数 打精英
- monster.vo.boss_type == BossType.DesertedMonster) or
- (rest_boss_time > 0 and rest_mon_time <= 0 and -- 仅有BOSS次数 打BOSS
- monster.vo.boss_type == BossType.DesertedBoss) or
- (rest_boss_time > 0 and rest_mon_time > 0) -- 都有
- then
- local x2, y2 = monster:GetRealPos()
- local x1, y1 = self.main_role:GetRealPos()
- local dist_pow = GameMath_GetDistance(x1, y1, x2, y2, false)
- if (not distance or dist_pow <= distance*distance) and
- (not min_dist_pow or dist_pow < min_dist_pow)
- then
- min_dist_pow = dist_pow
- min_dist_mon = monster
- end
- end
- else
- local can_check_mon = true
- --社团封印裂隙活动如果没有封印次数了忽略采集怪
- if self:MonsterIsCollect(monster.vo.type) and self.scene_mgr:IsGuildScene() and
- GuildModel:getInstance():IsGuildCollectActive() and not GuildModel.Instance:CanCollect() then can_check_mon = false end
- --社团封印裂隙活动如果是标记了被别人采集中的采集怪,也要忽略掉
- if self:MonsterIsCollect(monster.vo.type) and self.scene_mgr:IsGuildScene() and
- GuildModel:getInstance():IsGuildCollectActive() and GuildModel:getInstance():IsGuildIgnoreCollection(monster.vo.instance_id) then
- can_check_mon = false
- end
- --社团封印裂隙活动如果还有封印次数忽略普通怪
- if not self:MonsterIsCollect(monster.vo.type) and self.scene_mgr:IsGuildScene() and
- GuildModel:getInstance():IsGuildCollectActive() and GuildModel.Instance:CanCollect() then can_check_mon = false end
-
- if can_check_mon then
- local x2, y2 = monster:GetRealPos()
- local x1, y1 = self.main_role:GetRealPos()
- local dist_pow = GameMath_GetDistance(x1, y1, x2, y2, false)
- if (not distance or dist_pow <= distance*distance) and (not min_dist_pow or dist_pow < min_dist_pow) then
- min_dist_pow = dist_pow
- min_dist_mon = monster
- end
- end
- end
- end
- end
- end
- return min_dist_mon
- end
-
- function Scene:MonsterIsCollect( monster_type )
- if monster_type == MonsterType.COLLECT or monster_type == MonsterType.TASK_COLLECT or monster_type == MonsterType.UD_COLLECT then
- return true
- end
- return false
- end
-
- function Scene:IsMonsterInvincible(mon_obj)
- if mon_obj then
- if self.scene_mgr:IsRageWarScene() and mon_obj:GetVo().boss_type == BossType.UnDead -- 狂战领域追加了横幅,这个暂时屏蔽
- and mon_obj:GetBuffVoByBuffTypeAndBuffId(SkillBuffType.UNBEATABLE, 1110000015) then -- 获取无敌buff
- return true
- end
- end
- return false
- end
-
- --获取离玩家最近的人物
- function Scene:FindNearestRole(role_id, distance)
- local distance = distance or self.pre_check_distance --预选目标的距离限制
- local min_dist_role, min_dist_pow = nil, nil
- for _, role in pairs(self.role_list) do
- if role and not role:IsDead() and self.scene_mgr:IsCanAttackByMainRole(role:GetVo(), true) then
- local x2, y2 = role:GetRealPos()
- local x1, y1 = self.main_role:GetRealPos()
- local dist_pow = GameMath_GetDistance(x1, y1, x2, y2, false)
- if (not distance or dist_pow <= distance*distance) and (not min_dist_pow or dist_pow < min_dist_pow) then
- min_dist_pow = dist_pow
- min_dist_role = role
- end
- end
- end
- return min_dist_role
- end
-
-
- --允许点击屏幕
- function Scene:EnableClickScreen(bool)
- self.enable_click_screen = bool
- end
-
- -- 是否场景加载完毕
- function Scene:IsSceneProloadFinish()
- if self.sceneLoadView and self.sceneLoadView:HasOpen() then
- return false
- end
-
- if not self.scene_data_loaded or not self.preload_res_is_loaded then
- return false
- end
- return true
- end
-
- function Scene:CreateGrave(grave_vo)
- local grave = self.grave_list[grave_vo.instance_id]
- if grave ~= nil then
- self.grave_pool:ReleaseObj(grave)
- self.grave_list[grave_vo.instance_id] = nil
- end
- grave = self.grave_pool:GetObjFreeList()
- if grave == nil then
- grave = Grave.New()
- end
- self.grave_list[grave_vo.instance_id] = grave
- grave:InitGraveVo(grave_vo)
- grave:LoadInfoFromVo()
-
- return grave, true
- end
-
- function Scene:DeleteGrave( grave_id )
- local grave = self.grave_list[grave_id]
- if grave ~= nil then
- self.grave_pool:ReleaseObj(grave)
- self.grave_list[grave_id] = nil
- end
- end
-
- function Scene:GetGraveItem(id)
- return self.grave_list[id]
- end
-
- function Scene:GetHookRoleItem(id)
- return self.hook_role_list[id]
- end
-
- function Scene:IsProgressLoadFinish()
- return self.load_progress_finished
- end
-
- function Scene:IsNpcLoadFinish()
- return self.load_npc_finish
- end
-
- function Scene:PreLoadMapRes( scene_id,callback )
- self.mapView:PreLoadMapRes( scene_id,callback )
- end
-
- function Scene:DeletePreLoadMap()
- self.mapView:DeletePreLoadMap()
- end
-
- function Scene:SetFindMonsterPos(x,y)
- if x == nil or y == nil then
- self.find_monster_pos = false
- else
- self.find_monster_pos = co.TableXY(x,y)
- end
- end
-
- function Scene:SceneLoadViewOpenState( )
- if self.sceneLoadView then
- return self.sceneLoadView:HasOpen() and not self.sceneLoadView.hide_load_progress
- end
- end
-
- function Scene:SetFirstLoadBgFinish(bool)
- self.is_first_load_bg_finish = bool
- end
-
- function Scene:IsFirstLoadBgFinish()
- return self.is_first_load_bg_finish
- end
-
- function Scene:UpdateRoleListNameBoard()
- for _, v in pairs(self.role_list) do
- v:UpdateNameBoard()
- end
- end
-
- --玩家手动操作之后,要重置一些缓存状态,避免切场景后继续自动寻路之类的
- function Scene:ResetUserManulState( )
- if self.main_role and self.main_role:IsInState(PoseState.FLY_SHOE_EFFECT) then
- return
- end
- self:CancelWaitQuest()
- self:clearGoToData()
- AutoFightManager:getInstance():SetFlyData(false)
- AutoFightController:getInstance().fly_data = {}
- self:ClearFindNextScene()
- end
-
- function Scene:CheckBuffBall( )
- local role_vo = RoleManager.Instance.mainRoleInfo
- local ball_list = BaseDungeonModel:getInstance():GetBuffPosList( ) or {}
- local distabce = 0
- if role_vo then
- for k,v in pairs(ball_list) do
- distabce = GameMath_GetDistance((v.x or 0), (v.y or 0), role_vo.pos_x, role_vo.pos_y)
- if distabce < 100*100 then
- --请求拾取
- BaseDungeonModel:getInstance():Fire(BaseDungeonModel.REQUEST_CCMD_EVENT, 61078,v.buff_id,v.x or 0,v.y or 0)
- end
- end
- end
- end
-
- function Scene:CheckEscortDistance( )
- do return end
- local role_vo = RoleManager.Instance.mainRoleInfo
- if not self.escort_model then
- self.escort_model = EscortModel:GetInstance()
- end
- if not self.escort_instance_id then
- self.escort_instance_id = self.escort_model:GetMyEscortCarInstanceId()
- end
- -- if not self.escort_car_distance then
- -- self.escort_car_distance = Config.Convoykv["convoy_move_range"].value_content - 100
- -- end
- local distance = 0
- if role_vo then
- local mon_vo = self:GetMonster(self.escort_instance_id)
- if mon_vo then
- local dis = GameMath_GetDistance(mon_vo.vo.pos_x,mon_vo.vo.pos_y, role_vo.pos_x, role_vo.pos_y, false)
- if dis < self.escort_car_distance * self.escort_car_distance then
- if self.is_in_escort_car_distance ~= 1 then--不是1 有可能是还没值 或者是 2(远离车状态)告诉服务端我进来了
- self.is_in_escort_car_distance = 1
- self.escort_model:Fire(EscortConst.REQUEST_SCMD_EVENT, 50010, self.is_in_escort_car_distance)
- self.escort_model:Fire(EscortConst.RUN_NEAR_CAR)
- end
- elseif dis > (self.escort_car_distance + 300) * (self.escort_car_distance + 300) then
- if self.is_in_escort_car_distance == 1 then--必须是1(靠近车推车状态) 才触发告诉服务端我离开了
- self.is_in_escort_car_distance = 2
- self.escort_model:Fire(EscortConst.REQUEST_SCMD_EVENT, 50010, self.is_in_escort_car_distance)
- end
- end
- else
- self.is_in_escort_car_distance = 2--找不到车了 就不是在车旁边了 算离开
- end
- end
- end
-
- function Scene:CleanEscortInfo( )
- self.escort_model = nil
- self.escort_instance_id = nil
- self.escort_car_distance = nil
- self.is_in_escort_car_distance = nil
- end
-
- function Scene:ChangeMainRoleScale( force )
- if not self.main_role then
- return
- end
- print('Cat:Scene.lua[6956] data', self.scene_mgr:IsMirrorScene() , self.scene_mgr:IsLastMirrorScene())
- --如果是镜像场景,不会走飞天落地,所以直接设置原大小
- if SceneManager.Instance:NoLoadingViewScene()
- or SceneManager.Instance:IsBabyScene()
- or self.main_role:IsInState(PoseState.FLY_SHOE_EFFECT)
- or force then
- self.main_role:SetScale(1)
- else
- self.main_role:SetScale(0.001)
- end
- end
-
-
- function Scene:IsInPickAllDropState()
- return self.is_in_pick_all_state
- end
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