c1_lua/lua/app/bf/unity/character_object.lua
2023-04-03 10:59:13 +08:00

498 lines
14 KiB
Lua

local CharacterFSMManager = require "app/module/character_fsm/character_fsm_manager"
local BaseObject = require "app/bf/unity/base_object"
local CharacterObject = class("CharacterObject", BaseObject)
local BF_CHARACTER_HELPER = GConst.TYPEOF_UNITY_CLASS.BF_CHARACTER_HELPER
local ANIMATOR = GConst.TYPEOF_UNITY_CLASS.ANIMATOR
local ANIMATION_FRAME_PER_SECOND = 30
local SUPPORT_SHADER = {
["BF/Models/Character Battle"] = true,
}
local hash = GFunc.hash
local HashName = {}
local function getHashName(str)
local intName = HashName[str]
if intName == nil then
intName = hash(str)
HashName[str] = intName
end
return intName
end
local CHILDMAP_METATABLE = {
__index = function(t, k)
if rawget(t, k) == nil then
local v = rawget(t, hash(k))
if v then
rawset(t, k, v)
end
return v
end
return rawget(t, k)
end
}
local Vector3 = BF.Vector3(0, 0, 0)
local abs = math.abs
function CharacterObject:ctor()
self.timeScale = 1
end
function CharacterObject:initWithPrefab(assetPath, prefab, modelId)
BaseObject.initWithPrefab(self, assetPath, prefab)
self.characterHelper = self:getComponent(BF_CHARACTER_HELPER)
if self.characterHelper == nil then
self.characterHelper = self:addComponent(BF_CHARACTER_HELPER)
end
self.mainModel = self.characterHelper:GetModelObject()
self.objectIndex = -1
self.modelId = modelId
self:_genAllBones()
end
function CharacterObject:initWithCharacterHelper(characterHelper, index, gameObject, name, admin)
self.characterHelper = characterHelper
self.objectIndex = index
self.gameObject = gameObject
self.name = name
self.admin = admin
end
function CharacterObject:_genAllBones()
local childMap = {}
if self.characterHelper then
local childNum = self.characterHelper:GetListCount()
for i = 0, childNum do
local gameObject = self.characterHelper:GetGameObjectByIndex(i)
local hashName = self.characterHelper:GetHashNameByIndex(i)
local child = CharacterObject:create()
child:initWithCharacterHelper(self.characterHelper, i, gameObject, hashName, self)
if childMap[hashName] == nil then
childMap[hashName] = child
end
table.insert(self.childList, child)
end
end
setmetatable(childMap, CHILDMAP_METATABLE)
self.childMap = childMap
end
function CharacterObject:getBoneByName(name)
return self.childMap[name]
end
function CharacterObject:fastGetPosition()
if self.characterHelper then
self.characterHelper:CachePosition(self.objectIndex)
return self.characterHelper.PositionX, self.characterHelper.PositionY, self.characterHelper.PositionZ
else
local position = self:getTransform().position
return position.x, position.y, position.z
end
end
function CharacterObject:getBonePositionByName(name)
return self.childMap[name]:fastGetPosition()
end
function CharacterObject:getHashCode()
local code = -1
if self.characterHelper then
code = self.characterHelper:GetModelHashCode()
end
return code
end
function CharacterObject:play(name, layer, normalizedTime)
layer = layer or -1
normalizedTime = normalizedTime or 0
if self.weaponObj and not self.weaponObj:isDestroyed() then
if self.weaponAniName then
-- local weaponAniName = self:getWeaponSpecialAni(name, self.weaponAniName, true)
-- if self.weaponObj:getStateTime(weaponAniName) > 0 then
-- self.weaponObj:play(weaponAniName, layer, normalizedTime)
-- end
local newName = self:getWeaponSpecialAni(name, self.weaponAniName) or name
if self:getStateTime(newName) > 0 then
name = newName
end
end
else
self:setWeaponInfo()
end
if self.mainAnimator == nil then
if self.mainModel then
self.mainAnimator = self.mainModel:GetComponent(ANIMATOR)
self.mainAnimator:Play(name, layer, normalizedTime)
end
else
self.mainAnimator:Play(name, layer, normalizedTime)
end
end
function CharacterObject:playHashName(hashName, layer, normalizedTime)
layer = layer or -1
normalizedTime = normalizedTime or 0
if self.weaponObj and not self.weaponObj:isDestroyed() then
if self.weaponAniName then
-- local weaponHashName = self:getWeaponSpecialAniHash(hashName, self.weaponAniName, true)
-- if self.weaponObj:getStateTimeHash(weaponHashName) > 0 then
-- self.weaponObj:playHashName(weaponHashName, layer, normalizedTime)
-- end
local newHashName = self:getWeaponSpecialAniHash(hashName, self.weaponAniName, true) or hashName
if self:getStateTimeHash(newHashName) > 0 then
hashName = newHashName
end
end
else
self:setWeaponInfo()
end
if self.mainAnimator == nil then
if self.mainModel then
self.mainAnimator = self.mainModel:GetComponent(ANIMATOR)
self.mainAnimator:Play(hashName, layer, normalizedTime)
end
else
self.mainAnimator:Play(hashName, layer, normalizedTime)
end
end
function CharacterObject:getWeaponSpecialAni(name, specialAniName, isWeapon)
if not self.weaponSpecialAniMap then
self.weaponSpecialAniMap = {}
end
if not self.weaponSpecialAniMap[name] then
self.weaponSpecialAniMap[name] = {}
end
if not self.weaponSpecialAniMap[name][specialAniName] then
self.weaponSpecialAniMap[name][specialAniName] = {}
end
if not isWeapon then
if not self.weaponSpecialAniMap[name][specialAniName].heroAniName then
self.weaponSpecialAniMap[name][specialAniName].heroAniName = name .. "_" .. specialAniName
end
return self.weaponSpecialAniMap[name][specialAniName].heroAniName
else
if not self.weaponSpecialAniMap[name][specialAniName].weaponAniName and self.modelId then
self.weaponSpecialAniMap[name][specialAniName].weaponAniName = self.modelId .. "_" .. name .. "_" .. specialAniName
end
return self.weaponSpecialAniMap[name][specialAniName].weaponAniName
end
end
function CharacterObject:getWeaponSpecialAniHash(hashName, specialAniName, isWeapon)
if not self.weaponSpecialAniHashMap then
self.weaponSpecialAniHashMap = {}
end
if not self.weaponSpecialAniHashMap[hashName] then
self.weaponSpecialAniHashMap[hashName] = {}
end
if not self.weaponSpecialAniHashMap[hashName][specialAniName] then
self.weaponSpecialAniHashMap[hashName][specialAniName] = {}
end
if not isWeapon then
if not self.weaponSpecialAniHashMap[hashName][specialAniName].heroAniName then
local name = GConst.HeroConst.HERO_ANI_HASH_MAP[hashName]
if name then
self.weaponSpecialAniHashMap[hashName][specialAniName].heroAniName = CS.UnityEngine.Animator.StringToHash(name .. "_" .. specialAniName)
end
end
return self.weaponSpecialAniHashMap[hashName][specialAniName].heroAniName
else
if not self.weaponSpecialAniHashMap[hashName][specialAniName].weaponAniName and self.modelId then
local name = GConst.HeroConst.HERO_ANI_HASH_MAP[hashName]
if name then
self.weaponSpecialAniHashMap[hashName][specialAniName].weaponAniName = CS.UnityEngine.Animator.StringToHash(self.modelId .. "_" .. name .. "_" .. specialAniName)
end
end
return self.weaponSpecialAniHashMap[hashName][specialAniName].weaponAniName
end
end
function CharacterObject:setWeaponInfo(weaponAniName, weaponObj)
if not weaponObj then
self.weaponAniName = nil
self.weaponObj = nil
end
self.weaponAniName = weaponAniName
self.weaponObj = weaponObj
end
function CharacterObject:setAnimatorBool(key, value)
if self.mainAnimator == nil then
if self.mainModel then
self.mainAnimator = self.mainModel:GetComponent(ANIMATOR)
self.mainAnimator:SetBool(key, value)
end
else
self.mainAnimator:SetBool(key, value)
end
end
function CharacterObject:getMainAnimator()
if self.mainAnimator == nil then
if self.mainModel then
self.mainAnimator = self.mainModel:GetComponent(ANIMATOR)
end
end
return self.mainAnimator
end
function CharacterObject:getMainModelTransform()
if self.mainModelTransform == nil then
self.mainModelTransform = self.mainModel and self.mainModel.transform or nil
end
return self.mainModelTransform
end
function CharacterObject:getMainModel()
return self.mainModel
end
function CharacterObject:getCurrentAnimationHash()
return CS.BF.Utils.GetCurrentAnimationHash(self:getMainAnimator())
end
function CharacterObject:setMainModelLocalScale(x, y, z)
local transform = self:getMainModelTransform()
if transform then
Vector3.x = x
Vector3.y = y
Vector3.z = z
transform.localScale = Vector3
end
end
function CharacterObject:setMainModelLocalPosition(x, y, z)
if self.characterHelper then
self.characterHelper:SetMainModelLocalPosition(x, y, z)
else
local transform = self:getMainModelTransform()
if transform then
Vector3.x = x
Vector3.y = y
Vector3.z = z
transform.localPosition = Vector3
end
end
end
function CharacterObject:getStateTime(name)
local hashName = getHashName(name)
return self.characterHelper:GetStateTime(hashName)
end
function CharacterObject:getStateTimeHash(hashName)
return self.characterHelper:GetStateTime(hashName)
end
function CharacterObject:getStateKeyTime(name, index)
local hashName = getHashName(name)
local keyTime = self.characterHelper:GetStateKeyFrame(hashName, index) or 0
return keyTime/ANIMATION_FRAME_PER_SECOND
end
function CharacterObject:containsState(name)
return self:getStateTime(name) > 0.00001
end
function CharacterObject:setTimeScale(timeScale)
if abs(self.timeScale - timeScale) < 0.00001 then
return
end
self.timeScale = timeScale
local mainAnimator = self:getMainAnimator()
mainAnimator.speed = timeScale*(self.timeScaleAddition or 1)
end
function CharacterObject:setTimeScaleAddition(addition)
self.timeScaleAddition = addition
local timeScale = self.timeScale*addition
local mainAnimator = self:getMainAnimator()
mainAnimator.speed = timeScale
end
function CharacterObject:setCullingMode(cullingMode)
local mainAnimator = self:getMainAnimator()
if mainAnimator then
mainAnimator.cullingMode = cullingMode
end
end
function CharacterObject:getCharacterMaterials()
if not self.characterMaterials then
self.characterMaterials = {}
for k, prefabObj in pairs(self.childMap) do
local render = prefabObj:getComponent(GConst.TYPEOF_UNITY_CLASS.SKINNED_MESH_RENDERER)
if not CS.BF.Utils.IsNull(render) and not CS.BF.Utils.IsNull(render.material) and SUPPORT_SHADER[render.material.shader.name] then
table.insert(self.characterMaterials, render.material)
end
end
end
return self.characterMaterials
end
function CharacterObject:getCharacterMeshRenderer()
if not self.characterMeshRenders then
self.characterMeshRenders = {}
for k, prefabObj in pairs(self.childMap) do
local render = prefabObj:getComponent(GConst.TYPEOF_UNITY_CLASS.SKINNED_MESH_RENDERER)
if not CS.BF.Utils.IsNull(render) and not CS.BF.Utils.IsNull(render.material) and SUPPORT_SHADER[render.material.shader.name] then
table.insert(self.characterMeshRenders, render)
end
end
end
return self.characterMeshRenders
end
function CharacterObject:getMaterialPropertyBlock()
if not self.mpb then
self.mpb = CS.UnityEngine.MaterialPropertyBlock()
end
return self.mpb
end
function CharacterObject:setCustomShadowEnable(enabled)
local materials = self:getCharacterMaterials()
for _, material in ipairs(materials) do
material:SetShaderPassEnabled("Always", enabled)
end
end
function CharacterObject:setCharacterFSM(fsm)
self.fsm = fsm
end
---- 默认
function CharacterObject:setDefault()
if self.fsm:getCurStateKey() == CharacterFSMManager.STATE_TYPE.DEFAULT then
return
end
self.fsm:changeState(CharacterFSMManager.STATE_TYPE.DEFAULT)
end
---- 石化
function CharacterObject:setStone(callback)
if self.fsm:getCurStateKey() == CharacterFSMManager.STATE_TYPE.STONE then
return
end
self.fsm:changeState(CharacterFSMManager.STATE_TYPE.STONE, {callback = callback})
end
---- 石化效果2
function CharacterObject:setStone2(callback)
if self.fsm:getCurStateKey() == CharacterFSMManager.STATE_TYPE.STONE_2 then
return
end
self.fsm:changeState(CharacterFSMManager.STATE_TYPE.STONE_2, {callback = callback})
end
---- 冰化
function CharacterObject:setIce()
if self.fsm:getCurStateKey() == CharacterFSMManager.STATE_TYPE.ICE then
return
end
self.fsm:changeState(CharacterFSMManager.STATE_TYPE.ICE)
end
---- 闪红
function CharacterObject:setGlow(time, callback)
local state = self.fsm:getCurStateKey()
if state == CharacterFSMManager.STATE_TYPE.DISSOLVE or state == CharacterFSMManager.STATE_TYPE.GLOW then
return
end
if state == CharacterFSMManager.STATE_TYPE.ICE then
self.fsm:changeState(CharacterFSMManager.STATE_TYPE.DEFAULT)
end
self.fsm:changeState(CharacterFSMManager.STATE_TYPE.GLOW, {time = time or 0.7, callback = function()
if callback then
callback()
end
self.fsm:changeState(state)
end})
end
---- 消融
function CharacterObject:setDissolve(time, callback, needCallback)
self.fsm:changeState(CharacterFSMManager.STATE_TYPE.DISSOLVE, {time = time,
callback = callback,
needCallback = needCallback})
end
function CharacterObject:setShadowColor(color)
local renderers = self:getCharacterMeshRenderer()
local mpBlock = self:getMaterialPropertyBlock()
for i, renderer in ipairs(renderers) do
renderer:GetPropertyBlock(mpBlock)
mpBlock:SetColor("_shadow_color", color)
renderer:SetPropertyBlock(mpBlock)
end
end
function CharacterObject:setLocalEulerAngles(x, y, z)
if self.characterHelper then
self.characterHelper:SetLocalEulerAngles(self.objectIndex, x, y, z)
else
BaseObject.setLocalEulerAngles(self, x, y, z)
end
end
function CharacterObject:setLocalPosition(x, y, z)
if self.characterHelper then
self.characterHelper:SetLocalPosition(self.objectIndex, x, y, z)
else
BaseObject.setLocalPosition(self, x, y, z)
end
end
function CharacterObject:setPosition(x, y, z)
if self.characterHelper then
self.characterHelper:SetPosition(self.objectIndex, x, y, z)
else
BaseObject.setPosition(self, x, y, z)
end
end
function CharacterObject:setLocalScale(x, y, z)
if self.characterHelper then
self.characterHelper:SetLocalScale(self.objectIndex, x, y, z)
else
BaseObject.setLocalScale(self, x, y, z)
end
end
function CharacterObject:onDestroy()
if self.fsm then
CharacterFSMManager:stopFSM(self.fsm)
self.fsm = nil
end
BaseObject.onDestroy(self)
self.characterHelper = nil
self.mainModel = nil
self.mainAnimator = nil
self.childMap = nil
self.characterMaterials = nil
self.characterMeshRenders = nil
self.mpb = nil
end
return CharacterObject