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@ -34,6 +34,17 @@ function SpineManager:loadUISpineWidgetAsync(name, parent, callback)
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end)
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end
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function SpineManager:loadUIHeroSpineWidgetAsync(name, parent, callback)
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local path = string.format(HERO_SPINE_ASSET_PATH, name, name)
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ResourceManager:loadOriginAssetAsync(path, TYPE_OF_SPINE_ASSET, function(spineAssetPath, spineAsset)
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if parent and parent:isDestroyed() then
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ResourceManager:unload(spineAssetPath)
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return
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end
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self:loadUISpinePrefabAsync(parent, spineAssetPath, spineAsset, callback)
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end)
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end
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function SpineManager:loadUISpinePrefabAsync(parent, spineAssetPath, spineAsset, callback)
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ResourceManager:loadAsync(UI_SPINE_PREFAB_PATH, TYPE_OF_GAME_OBJECT, function(prefabPath, prefab)
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if parent and parent:isDestroyed() then
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@ -1,6 +1,11 @@
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local MainCompBaseCell = require "app/ui/main_city/component/main_comp_base_cell"
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local ChapterComp = class("ChapterComp", MainCompBaseCell)
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local CHAPTER_PATH = "assets/arts/textures/background/chapter/%s.png"
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local ChapterCompBaseCell = require "app/ui/main_city/component/main_comp_base_cell"
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local ChapterComp = class("ChapterComp", ChapterCompBaseCell)
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local UISpineObject = require "app/bf/unity/ui_spine_object"
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-- local CHAPTER_PATH = "assets/arts/textures/background/chapter/%s.png"
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local HERO_SPINE_ASSET_PATH = "assets/arts/spines/characters/%s/%s_skeletondata.asset"
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local CHAPTER_PATH = "assets/arts/textures/background/main/%s.png"
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local BOX_ICON = {
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"common_chest_1",
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@ -64,6 +69,29 @@ function ChapterComp:initChapter()
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end)
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self.uiMap["chapter.effect_node.ui_spine_obj"]:playAnim("idle", true, false)
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self.chapterBg = self.uiMap["chapter_comp.bg"]
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self.chapterBg:setAnchoredPositionX(-720)
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self.bossSmoke = self.uiMap["chapter_comp.boss_smoke"]
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self.bossSmoke:setAnchoredPositionX(10000)
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self.smokeNodeTop = self.uiMap["chapter_comp.smoke_node_1"]
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self.monsterNodeTop = self.uiMap["chapter_comp.monster_node_1"]
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self.bossNode = self.uiMap["chapter_comp.boss_node"]
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self.bossNode:setActive(false)
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self.bossSpine = self.uiMap["chapter_comp.boss_node.boss"]
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self.smokeNodeDown = self.uiMap["chapter_comp.smoke_node_2"]
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self.monsterNodeDown = self.uiMap["chapter_comp.monster_node_2"]
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self.dialogueTx = self.uiMap["chapter_comp.dialogue_node.bg.text"]
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self.dialogueBg = self.uiMap["chapter_comp.dialogue_node.bg"]
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self.dialogueNode = self.uiMap["chapter_comp.dialogue_node"]
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self.dialogueNode:setAnchoredPositionX(0)
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self.monsterSpineTopPool = {}
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self.monsterSpineDownPool = {}
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self.monsterSpineTopList = {}
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self.monsterSpineDownList = {}
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-- self.monsterShadowPool = {}
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self.monsterSmokePool = {}
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self.startMonsterAction = true
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end
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function ChapterComp:refresh()
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@ -88,7 +116,20 @@ function ChapterComp:refreshChapter(force)
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local chapterInfo = ConfigManager:getConfig("chapter")[chapterId]
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local chapterI18NInfo = I18N:getConfig("chapter")[chapterId]
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if chapterInfo then
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self.chapterImg:setTexture(string.format(CHAPTER_PATH, chapterInfo.icon))
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local monsterIdList = chapterInfo.monster_id
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if monsterIdList then
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local bossId = monsterIdList[1]
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if bossId then
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local monsterCfg = ConfigManager:getConfig("monster_base")
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local monsterInfo = monsterCfg[bossId]
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if monsterInfo then
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-- self.dialogueBg:setAnchoredPositionY(monsterInfo.blood * monsterInfo.ui/10 + 20)
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end
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end
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end
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-- main_bg_1
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-- self.chapterBg:setTexture(string.format(CHAPTER_PATH, chapterInfo.scenes_a)) end
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self.chapterBg:setTexture(string.format(CHAPTER_PATH, "main_bg_1"))
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end
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if chapterI18NInfo then
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self.chapterNameTx:setText(chapterI18NInfo.name)
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@ -186,7 +227,490 @@ function ChapterComp:refreshChapter(force)
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end
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self:refreshFightBtn()
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self:doBossAction()
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end
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self:doChapterMove()
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self:doMonsterAction()
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end
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function ChapterComp:onOpen()
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self.startMonsterAction = true
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if self.bossNode then
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self.bossNode:setAnchoredPositionX(0)
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end
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-- if self.bossShadow then
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-- self.bossShadow:setAnchoredPositionX(0)
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-- end
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if self.dialogueNode then
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self.dialogueNode:setAnchoredPositionX(0)
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end
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end
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function ChapterComp:onClose()
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if self.chapterMoveSeq then
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self.chapterMoveSeq:Kill()
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self.chapterMoveSeq = nil
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end
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if self.chapterMonsterGenerateSeq then
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self.chapterMonsterGenerateSeq:Kill()
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self.chapterMonsterGenerateSeq = nil
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end
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self.currChapterId = nil
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self.isTopTurn = nil
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self.startMonsterAction = false
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GFunc.killDOTween(GConst.DOTWEEN_IDS.CHAPTER_MONSTER)
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self.monsterSpineTopPool = {}
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self.monsterSpineDownPool = {}
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self.monsterSpineTopList = {}
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self.monsterSpineDownList = {}
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-- self.monsterShadowPool = {}
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self.monsterSmokePool = {}
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self.monsterNodeTop:removeAllChildren()
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self.monsterNodeDown:removeAllChildren()
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-- self.shadowNode:removeAllChildren()
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self.smokeNodeTop:removeAllChildren()
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self.smokeNodeDown:removeAllChildren()
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end
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-- region 动画
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function ChapterComp:doChapterMove()
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if self.chapterMoveSeq then
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return
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end
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self.chapterBg:setAnchoredPositionX(-720)
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self.chapterMoveSeq = self.chapterBg:createBindTweenSequence()
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local moveTween = self.chapterBg:getTransform():DOAnchorPosX(720, 20):SetEase(CS.DG.Tweening.Ease.Linear)
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self.chapterMoveSeq:Append(moveTween)
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self.chapterMoveSeq:AppendCallback(function()
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self.chapterBg:setAnchoredPositionX(-720)
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end)
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self.chapterMoveSeq:SetLoops(-1)
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end
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function ChapterComp:doBossAction()
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if self.currChapterId == nil then
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return
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end
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local chapterInfo = ConfigManager:getConfig("chapter")[self.currChapterId]
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if chapterInfo == nil then
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return
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end
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local monsterIdList = chapterInfo.monster_id
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monsterIdList = {20001, 10001, 10002}
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if monsterIdList == nil then
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return
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end
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self.chapterMonsterShowList = monsterIdList
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if self.chapterBossId == nil then -- 还没显示boss模型
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self.chapterBossId = self.chapterMonsterShowList[1]
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local chapterBossId = self.chapterBossId
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local monsterCfg = ConfigManager:getConfig("monster_base")
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local monsterInfo = monsterCfg[self.chapterBossId]
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if monsterInfo then
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local modelId = monsterInfo.model_id
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local path = string.format(HERO_SPINE_ASSET_PATH, modelId, modelId)
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self.bossNode:setActive(false)
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local scale = monsterInfo.ui or 1
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local shadowScale = (monsterInfo.shadow or 1) * scale
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-- local shadowOffset = (monsterInfo.shadow_offset or 0) * scale
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-- self.bossShadow:setLocalScale(shadowScale, shadowScale, shadowScale)
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-- self.bossShadow:setAnchoredPosition(10000, shadowOffset)
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self.bossSmoke:setLocalScale(-shadowScale, shadowScale, shadowScale)
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self.bossSmoke:setAnchoredPositionX(10000)
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self.bossSpine:loadAssetAsync(modelId, function()
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if chapterBossId == self.chapterBossId then
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self.bossNode:setActive(true)
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self.bossSpine:setLocalScale(-scale, scale, scale)
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self.bossSpine:playAnim("move", true, true, true)
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-- self.bossShadow:setAnchoredPositionX(0)
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self.bossSmoke:playAnim("idle", true, true, true)
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self.bossSmoke:setAnchoredPositionX(0)
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else -- 加载完成后,已经切换到其他boss了
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self:doChangeBossAction()
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end
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end, path)
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end
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else
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local chapterBossId = self.chapterMonsterShowList[1]
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if self.chapterBossId ~= chapterBossId then
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self.chapterBossId = chapterBossId
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self:doChangeBossAction()
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end
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end
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end
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-- 切换boss
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function ChapterComp:doChangeBossAction()
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local chapterBossId = self.chapterBossId
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local monsterCfg = ConfigManager:getConfig("monster_base")
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local monsterInfo = monsterCfg[self.chapterBossId]
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if monsterInfo then
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local modelId = monsterInfo.model_id
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local path = string.format(HERO_SPINE_ASSET_PATH, modelId, modelId)
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self.bossNode:setActive(false)
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local scale = monsterInfo.ui or 1
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local shadowScale = (monsterInfo.shadow or 1) * scale
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-- local shadowOffset = (monsterInfo.shadow_offset or 0) * scale
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-- self.bossShadow:setLocalScale(shadowScale, shadowScale, shadowScale)
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-- self.bossShadow:setAnchoredPosition(10000, shadowOffset)
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self.bossSmoke:setLocalScale(-shadowScale, shadowScale, shadowScale)
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self.bossSmoke:setAnchoredPositionX(10000)
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self.bossSpine:loadAssetAsync(modelId, function()
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if chapterBossId == self.chapterBossId then
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self.bossNode:setActive(true)
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self.bossSpine:setLocalScale(-scale, scale, scale)
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self.bossSpine:playAnim("move", true, true, true)
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-- self.bossShadow:setAnchoredPositionX(0)
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self.bossSmoke:playAnim("idle", true, true, true)
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self.bossSmoke:setAnchoredPositionX(0)
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else -- 加载完成后,已经切换到其他boss了
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self:doChangeBossAction()
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end
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end, path)
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end
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end
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function ChapterComp:doMonsterAction()
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if self.chapterMonsterGenerateSeq then
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return
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end
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self.chapterMonsterGenerateSeq = DOTweenManager:createSeqWithIntId()
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local interval = GFunc.getConstValue("chapter_idel_monster_x") / 1000
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interval = 2
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self.chapterMonsterGenerateSeq:AppendCallback(function()
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self:generateChapterMonsters()
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end)
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self.chapterMonsterGenerateSeq:AppendInterval(interval)
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self.chapterMonsterGenerateSeq:SetLoops(-1)
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end
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function ChapterComp:generateChapterMonsters()
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local monsterId
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if #self.chapterMonsterShowList <= 2 then
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monsterId = self.chapterMonsterShowList[2]
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else
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monsterId = self.chapterMonsterShowList[math.random(2, #self.chapterMonsterShowList)]
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end
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if monsterId == nil then
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return
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end
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local monsterCfg = ConfigManager:getConfig("monster_base")
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local monsterInfo = monsterCfg[monsterId]
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Logger.logHighlight("================== monsterInfo = %s", monsterInfo)
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if monsterInfo == nil then
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return
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end
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if self.isTopTurn == nil then
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self.isTopTurn = math.random(1, 100) > 50
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end
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local modelId = monsterInfo.model_id
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local pool
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local list
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local parent
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local posY
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if self.isTopTurn then -- 刷上面
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pool = self.monsterSpineTopPool[modelId]
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list = self.monsterSpineTopList
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parent = self.monsterNodeTop
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posY = math.random(1, 300)
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else -- 刷下面
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pool = self.monsterSpineDownPool[modelId]
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list = self.monsterSpineDownList
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parent = self.monsterNodeDown
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posY = -math.random(1, 240)
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end
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self.isTopTurn = not self.isTopTurn
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Logger.logHighlight("================== parent = %s", parent)
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Logger.logHighlight("================== modelId = %s", modelId)
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if pool and #pool > 0 then
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local spine = table.remove(pool)
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table.insert(list, spine)
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spine:setActive(true)
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self:doMonsterMove(modelId, spine, posY, monsterInfo, not self.isTopTurn)
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else
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SpineManager:loadUIHeroSpineWidgetAsync(modelId, parent, function(spine)
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Logger.logHighlight("==================1 self.startMonsterAction = %s", self.startMonsterAction)
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if not self.startMonsterAction then
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spine:destroy()
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return
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end
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Logger.logHighlight("==================2 self.startMonsterAction = %s", self.startMonsterAction)
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table.insert(list, spine)
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local scale = monsterInfo.ui or 1
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spine:setLocalScale(-scale, scale, scale)
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self:doMonsterMove(modelId, spine, posY, monsterInfo, not self.isTopTurn)
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end)
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end
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end
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function ChapterComp:doMonsterMove(modelId, spine, posY, monsterInfo, isTopTurn)
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spine:playAnim("move", true, true, true)
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local posX = GConst.UI_SCREEN_WIDTH / 2 + 100
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local targetPosX = -GConst.UI_SCREEN_WIDTH / 2 - 300
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spine:setAnchoredPosition(posX, posY)
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local seq = DOTweenManager:createSeqWithIntId(GConst.DOTWEEN_IDS.CHAPTER_MONSTER)
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if self.chapterMonsterSpeed == nil then
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-- self.chapterMonsterSpeed = GFunc.getConstValue("chapter_idel_monstermove")
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self.chapterMonsterSpeed = 150
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end
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local distance = posX - targetPosX
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local moveTime = distance / self.chapterMonsterSpeed
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local moveTween = spine:getTransform():DOAnchorPosX(targetPosX, moveTime):SetEase(CS.DG.Tweening.Ease.Linear)
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seq:Append(moveTween)
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-- local monsterShadow = self:getMonsterShadow()
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local scale = monsterInfo.ui or 1
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local shadowScale = (monsterInfo.shadow or 1) * scale
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-- monsterShadow:setLocalScale(shadowScale, shadowScale, shadowScale)
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-- local shadowOffset = (monsterInfo.shadow_offset or 0) * scale
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-- monsterShadow:setAnchoredPosition(posX, posY + shadowOffset)
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-- local moveTween2 = monsterShadow:getTransform():DOAnchorPosX(targetPosX, moveTime):SetEase(CS.DG.Tweening.Ease.Linear)
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-- seq:Join(moveTween2)
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local monsterSmoke = self:getMonsterSmoke(isTopTurn)
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monsterSmoke:setAnchoredPosition(posX, posY)
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monsterSmoke:setLocalScale(-shadowScale, shadowScale, shadowScale)
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monsterSmoke:playAnim("idle", true, true, true)
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local moveTween3 = monsterSmoke:getTransform():DOAnchorPosX(targetPosX, moveTime):SetEase(CS.DG.Tweening.Ease.Linear)
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seq:Join(moveTween3)
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seq:AppendCallback(function()
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spine:setActive(false)
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-- monsterShadow:setAnchoredPositionX(10000)
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-- table.insert(self.monsterShadowPool, monsterShadow)
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monsterSmoke:setAnchoredPositionX(10000)
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table.insert(self.monsterSmokePool, monsterSmoke)
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if isTopTurn then
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local pool = self.monsterSpineTopPool[modelId]
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if pool == nil then
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pool = {}
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self.monsterSpineTopPool[modelId] = pool
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end
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table.insert(pool, spine)
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for k, v in ipairs(self.monsterSpineTopList) do
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if v == spine then
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table.remove(self.monsterSpineTopList, k)
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break
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end
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end
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else
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local pool = self.monsterSpineDownPool[modelId]
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if pool == nil then
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pool = {}
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self.monsterSpineDownPool[modelId] = pool
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end
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table.insert(pool, spine)
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for k, v in ipairs(self.monsterSpineDownList) do
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if v == spine then
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table.remove(self.monsterSpineDownList, k)
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break
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end
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end
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end
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end)
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end
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function ChapterComp:enterChapterBattle()
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-- boss等一会再跑
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local bossWaitTime = GFunc.getConstValue("chapter_fight_bosswait") / 1000
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local bossSeq = DOTweenManager:createSeqWithIntId(GConst.DOTWEEN_IDS.CHAPTER_MONSTER)
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bossSeq:AppendInterval(bossWaitTime)
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local bossSpeed = GFunc.getConstValue("chapter_fight_bossmove")
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local distance = GConst.UI_SCREEN_WIDTH/2 + 100
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local moveTime = distance / bossSpeed
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local targetPosX = -GConst.UI_SCREEN_WIDTH / 2 - 300
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local moveTween = self.bossNode:getTransform():DOAnchorPosX(targetPosX, moveTime):SetEase(CS.DG.Tweening.Ease.Linear)
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bossSeq:Append(moveTween)
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local moveTween2 = self.dialogueNode:getTransform():DOAnchorPosX(targetPosX, moveTime):SetEase(CS.DG.Tweening.Ease.Linear)
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bossSeq:Join(moveTween2)
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-- local moveTween3 = self.bossShadow:getTransform():DOAnchorPosX(targetPosX, moveTime):SetEase(CS.DG.Tweening.Ease.Linear)
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-- bossSeq:Join(moveTween3)
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-- 出来一批小怪从右边跑向左边
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local monsterCount = GFunc.getConstIntValue("chapter_fight_monster_num")
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self.chapterFightMonsterCount = monsterCount
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local wave = 5
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local monsterCountPerWave = math.ceil(monsterCount / wave)
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-- 分批处理
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local monsterSeq = DOTweenManager:createSeqWithIntId(GConst.DOTWEEN_IDS.CHAPTER_MONSTER)
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for i = 1, wave do
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monsterSeq:AppendCallback(function ()
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if monsterCountPerWave > monsterCount then
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monsterCountPerWave = monsterCount
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end
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monsterCount = monsterCount - monsterCountPerWave
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for j = 1, monsterCountPerWave do
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self:generateChapterFightMonsters()
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end
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end)
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monsterSeq:AppendInterval(0.03)
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end
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return GFunc.getConstValue("chapter_fight_wait") / 1000
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end
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function ChapterComp:generateChapterFightMonsters()
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local monsterId
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if #self.chapterMonsterShowList <= 2 then
|
||||
monsterId = self.chapterMonsterShowList[2]
|
||||
else
|
||||
monsterId = self.chapterMonsterShowList[math.random(2, #self.chapterMonsterShowList)]
|
||||
end
|
||||
if monsterId == nil then
|
||||
return
|
||||
end
|
||||
local monsterCfg = ConfigManager:getConfig("monster_base")
|
||||
local monsterInfo = monsterCfg[monsterId]
|
||||
if monsterInfo == nil then
|
||||
return
|
||||
end
|
||||
local modelId = monsterInfo.model_id
|
||||
local pool
|
||||
local list
|
||||
local parent
|
||||
local posY
|
||||
if self.isTopTurn then -- 刷上面
|
||||
pool = self.monsterSpineTopPool[modelId]
|
||||
list = self.monsterSpineTopList
|
||||
parent = self.monsterNodeTop
|
||||
posY = math.random(1, 300)
|
||||
else -- 刷下面
|
||||
pool = self.monsterSpineDownPool[modelId]
|
||||
list = self.monsterSpineDownList
|
||||
parent = self.monsterNodeDown
|
||||
posY = -math.random(1, 240)
|
||||
end
|
||||
self.isTopTurn = not self.isTopTurn
|
||||
if pool and #pool > 0 then
|
||||
local spine = table.remove(pool)
|
||||
table.insert(list, spine)
|
||||
spine:setActive(true)
|
||||
self:doMonsterFightMove(modelId, spine, posY, monsterInfo, not self.isTopTurn)
|
||||
else
|
||||
SpineManager:loadUIHeroSpineWidgetAsync(modelId, parent, function(spine)
|
||||
if not self.startMonsterAction then
|
||||
spine:destroy()
|
||||
return
|
||||
end
|
||||
table.insert(list, spine)
|
||||
local scale = monsterInfo.ui or 1
|
||||
spine:setLocalScale(-scale, scale, scale)
|
||||
self:doMonsterFightMove(modelId, spine, posY, monsterInfo, not self.isTopTurn)
|
||||
end)
|
||||
end
|
||||
end
|
||||
|
||||
function ChapterComp:doMonsterFightMove(modelId, spine, posY, monsterInfo, isTopTurn)
|
||||
spine:playAnim("move", true, true, true)
|
||||
local posX = GConst.UI_SCREEN_WIDTH / 2 + math.random(100, math.floor(GConst.UI_SCREEN_WIDTH*2/3))
|
||||
spine:setAnchoredPosition(posX, posY)
|
||||
local seq = DOTweenManager:createSeqWithIntId(GConst.DOTWEEN_IDS.CHAPTER_MONSTER)
|
||||
if self.chapterMonsterFightSpeed == nil then
|
||||
-- self.chapterMonsterFightSpeed = GFunc.getConstValue("chapter_fight_monstermove")
|
||||
self.chapterMonsterFightSpeed = 880
|
||||
end
|
||||
local distance = posX + GConst.UI_SCREEN_WIDTH/2 + 100
|
||||
local moveTime = distance / self.chapterMonsterFightSpeed
|
||||
local targetPosX = -GConst.UI_SCREEN_WIDTH / 2 - 100
|
||||
local moveTween = spine:getTransform():DOAnchorPosX(targetPosX, moveTime):SetEase(CS.DG.Tweening.Ease.Linear)
|
||||
seq:Append(moveTween)
|
||||
|
||||
-- local monsterShadow = self:getMonsterShadow()
|
||||
local scale = monsterInfo.ui or 1
|
||||
local shadowScale = (monsterInfo.shadow or 1) * scale
|
||||
-- monsterShadow:setLocalScale(shadowScale, shadowScale, shadowScale)
|
||||
-- local shadowOffset = (monsterInfo.shadow_offset or 0) * scale
|
||||
-- monsterShadow:setAnchoredPosition(posX, posY + shadowOffset)
|
||||
-- local moveTween2 = monsterShadow:getTransform():DOAnchorPosX(targetPosX, moveTime):SetEase(CS.DG.Tweening.Ease.Linear)
|
||||
-- seq:Join(moveTween2)
|
||||
|
||||
local monsterSmoke = self:getMonsterSmoke(isTopTurn)
|
||||
monsterSmoke:setAnchoredPosition(posX, posY)
|
||||
monsterSmoke:setLocalScale(-shadowScale, shadowScale, shadowScale)
|
||||
monsterSmoke:playAnim("idle", true, true, true)
|
||||
local moveTween3 = monsterSmoke:getTransform():DOAnchorPosX(targetPosX, moveTime):SetEase(CS.DG.Tweening.Ease.Linear)
|
||||
seq:Join(moveTween3)
|
||||
|
||||
seq:AppendCallback(function()
|
||||
spine:setActive(false)
|
||||
-- monsterShadow:setAnchoredPositionX(10000)
|
||||
-- table.insert(self.monsterShadowPool, monsterShadow)
|
||||
monsterSmoke:setAnchoredPositionX(10000)
|
||||
table.insert(self.monsterSmokePool, monsterSmoke)
|
||||
if isTopTurn then
|
||||
local pool = self.monsterSpineTopPool[modelId]
|
||||
if pool == nil then
|
||||
pool = {}
|
||||
self.monsterSpineTopPool[modelId] = pool
|
||||
end
|
||||
table.insert(pool, spine)
|
||||
for k, v in ipairs(self.monsterSpineTopList) do
|
||||
if v == spine then
|
||||
table.remove(self.monsterSpineTopList, k)
|
||||
break
|
||||
end
|
||||
end
|
||||
else
|
||||
local pool = self.monsterSpineDownPool[modelId]
|
||||
if pool == nil then
|
||||
pool = {}
|
||||
self.monsterSpineDownPool[modelId] = pool
|
||||
end
|
||||
table.insert(pool, spine)
|
||||
for k, v in ipairs(self.monsterSpineDownList) do
|
||||
if v == spine then
|
||||
table.remove(self.monsterSpineDownList, k)
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
||||
if self.chapterFightMonsterCount then
|
||||
self.chapterFightMonsterCount = self.chapterFightMonsterCount - 1
|
||||
if self.chapterFightMonsterCount == 0 then -- 最后一个怪物生成完毕后,重新排一下序
|
||||
self:sortChapterFightMonstersOrder()
|
||||
self:sortChapterFightMonstersOrder()
|
||||
self:sortChapterFightMonstersOrder()
|
||||
self:sortChapterFightMonstersOrder()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function ChapterComp:sortChapterFightMonstersOrder()
|
||||
self:sortChildrenOrder(self.monsterNodeTop)
|
||||
self:sortChildrenOrder(self.monsterNodeDown)
|
||||
self:sortChildrenOrder(self.smokeNodeTop)
|
||||
self:sortChildrenOrder(self.smokeNodeDown)
|
||||
end
|
||||
|
||||
function ChapterComp:sortChildrenOrder(parent)
|
||||
local children = parent:getChildList()
|
||||
if children and #children > 0 then
|
||||
table.sort(children, function(a, b)
|
||||
return a:getAnchoredPositionY() > b:getAnchoredPositionY()
|
||||
end)
|
||||
|
||||
for i = #children, 1, -1 do
|
||||
children[i]:getTransform():SetSiblingIndex(i - 1)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function ChapterComp:getMonsterSmoke(isTop)
|
||||
local monsterSmoke
|
||||
if #self.monsterSmokePool > 0 then
|
||||
monsterSmoke = table.remove(self.monsterSmokePool)
|
||||
monsterSmoke:setParent(isTop and self.smokeNodeTop or self.smokeNodeDown, false)
|
||||
else
|
||||
local shadowObj = CS.UnityEngine.Object.Instantiate(self.bossSmoke:getGameObject())
|
||||
monsterSmoke = UISpineObject:create()
|
||||
monsterSmoke:initWithPrefab(GConst.EMPTY_STRING, shadowObj)
|
||||
monsterSmoke:getAnimationState()
|
||||
monsterSmoke:setParent(isTop and self.smokeNodeTop or self.smokeNodeDown, false)
|
||||
end
|
||||
return monsterSmoke
|
||||
end
|
||||
-- endregion
|
||||
|
||||
return ChapterComp
|
||||
Loading…
x
Reference in New Issue
Block a user