338 lines
8.8 KiB
Lua
338 lines
8.8 KiB
Lua
local CharacterFSMManager = require "app/module/character_fsm/character_fsm_manager"
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local BaseObject = require "app/bf/unity/base_object"
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local WeaponObject = class("WeaponObject", BaseObject)
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local BF_WEAPON_HELPER = GConst.TYPEOF_UNITY_CLASS.BF_WEAPON_HELPER
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local ANIMATOR = GConst.TYPEOF_UNITY_CLASS.ANIMATOR
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local ANIMATION_FRAME_PER_SECOND = 30
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local SUPPORT_SHADER = {
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["BF/Models/Character Battle"] = true,
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}
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local hash = GFunc.hash
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local HashName = {}
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local function getHashName(str)
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local intName = HashName[str]
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if intName == nil then
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intName = hash(str)
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HashName[str] = intName
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end
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return intName
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end
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local CHILDMAP_METATABLE = {
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__index = function(t, k)
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if rawget(t, k) == nil then
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local v = rawget(t, hash(k))
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if v then
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rawset(t, k, v)
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end
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return v
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end
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return rawget(t, k)
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end
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}
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local Vector3 = BF.Vector3(0, 0, 0)
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local abs = math.abs
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function WeaponObject:ctor()
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self.timeScale = 1
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end
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function WeaponObject:initWithPrefab(assetPath, prefab)
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BaseObject.initWithPrefab(self, assetPath, prefab)
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self.characterHelper = self:getComponent(BF_WEAPON_HELPER)
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if self.characterHelper == nil then
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self.characterHelper = self:addComponent(BF_WEAPON_HELPER)
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end
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self.mainModel = self.characterHelper:GetModelObject()
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self.objectIndex = -1
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self:_genAllBones()
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end
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function WeaponObject:initWithCharacterHelper(characterHelper, index, gameObject, name, admin)
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self.characterHelper = characterHelper
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self.objectIndex = index
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self.gameObject = gameObject
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self.name = name
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self.admin = admin
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end
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function WeaponObject:_genAllBones()
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local childMap = {}
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if self.characterHelper then
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local childNum = self.characterHelper:GetListCount()
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for i = 0, childNum do
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local gameObject = self.characterHelper:GetGameObjectByIndex(i)
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local hashName = self.characterHelper:GetHashNameByIndex(i)
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local child = WeaponObject:create()
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child:initWithCharacterHelper(self.characterHelper, i, gameObject, hashName, self)
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if childMap[hashName] == nil then
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childMap[hashName] = child
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end
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table.insert(self.childList, child)
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end
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end
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setmetatable(childMap, CHILDMAP_METATABLE)
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self.childMap = childMap
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end
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function WeaponObject:getBoneByName(name)
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return self.childMap[name]
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end
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function WeaponObject:fastGetPosition()
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if self.characterHelper then
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self.characterHelper:CachePosition(self.objectIndex)
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return self.characterHelper.PositionX, self.characterHelper.PositionY, self.characterHelper.PositionZ
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else
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local position = self:getTransform().position
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return position.x, position.y, position.z
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end
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end
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function WeaponObject:getBonePositionByName(name)
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return self.childMap[name]:fastGetPosition()
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end
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function WeaponObject:getHashCode()
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local code = -1
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if self.characterHelper then
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code = self.characterHelper:GetModelHashCode()
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end
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return code
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end
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function WeaponObject:play(name, layer, normalizedTime)
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layer = layer or -1
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normalizedTime = normalizedTime or 0
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if self.mainAnimator == nil then
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if self.mainModel then
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self.mainAnimator = self.mainModel:GetComponent(ANIMATOR)
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self.mainAnimator:Play(name, layer, normalizedTime)
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end
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else
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self.mainAnimator:Play(name, layer, normalizedTime)
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end
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end
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function WeaponObject:playHashName(hashName, layer, normalizedTime)
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layer = layer or -1
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normalizedTime = normalizedTime or 0
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if self.mainAnimator == nil then
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if self.mainModel then
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self.mainAnimator = self.mainModel:GetComponent(ANIMATOR)
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self.mainAnimator:Play(hashName, layer, normalizedTime)
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end
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else
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self.mainAnimator:Play(hashName, layer, normalizedTime)
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end
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end
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function WeaponObject:setAnimatorBool(key, value)
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if self.mainAnimator == nil then
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if self.mainModel then
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self.mainAnimator = self.mainModel:GetComponent(ANIMATOR)
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self.mainAnimator:SetBool(key, value)
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end
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else
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self.mainAnimator:SetBool(key, value)
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end
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end
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function WeaponObject:getMainAnimator()
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if self.mainAnimator == nil then
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if self.mainModel then
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self.mainAnimator = self.mainModel:GetComponent(ANIMATOR)
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end
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end
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return self.mainAnimator
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end
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function WeaponObject:getMainModelTransform()
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if self.mainModelTransform == nil then
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self.mainModelTransform = self.mainModel and self.mainModel.transform or nil
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end
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return self.mainModelTransform
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end
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function WeaponObject:getMainModel()
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return self.mainModel
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end
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function WeaponObject:getCurrentAnimationHash()
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return CS.BF.Utils.GetCurrentAnimationHash(self:getMainAnimator())
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end
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function WeaponObject:setMainModelLocalScale(x, y, z)
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local transform = self:getMainModelTransform()
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if transform then
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Vector3.x = x
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Vector3.y = y
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Vector3.z = z
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transform.localScale = Vector3
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end
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end
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function WeaponObject:setMainModelLocalPosition(x, y, z)
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if self.characterHelper then
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self.characterHelper:SetMainModelLocalPosition(x, y, z)
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else
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local transform = self:getMainModelTransform()
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if transform then
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Vector3.x = x
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Vector3.y = y
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Vector3.z = z
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transform.localPosition = Vector3
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end
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end
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end
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function WeaponObject:getStateTime(name)
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local hashName = getHashName(name)
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return self.characterHelper:GetStateTime(hashName)
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end
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function WeaponObject:getStateTimeHash(hashName)
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return self.characterHelper:GetStateTime(hashName)
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end
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function WeaponObject:getStateKeyTime(name, index)
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local hashName = getHashName(name)
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local keyTime = self.characterHelper:GetStateKeyFrame(hashName, index) or 0
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return keyTime/ANIMATION_FRAME_PER_SECOND
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end
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function WeaponObject:containsState(name)
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return self:getStateTime(name) > 0.00001
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end
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function WeaponObject:setTimeScale(timeScale)
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if abs(self.timeScale - timeScale) < 0.00001 then
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return
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end
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self.timeScale = timeScale
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local mainAnimator = self:getMainAnimator()
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mainAnimator.speed = timeScale*(self.timeScaleAddition or 1)
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end
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function WeaponObject:setTimeScaleAddition(addition)
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self.timeScaleAddition = addition
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local timeScale = self.timeScale*addition
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local mainAnimator = self:getMainAnimator()
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mainAnimator.speed = timeScale
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end
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function WeaponObject:setCullingMode(cullingMode)
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local mainAnimator = self:getMainAnimator()
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if mainAnimator then
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mainAnimator.cullingMode = cullingMode
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end
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end
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function WeaponObject:getCharacterMaterials()
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if not self.characterMaterials then
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self.characterMaterials = {}
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for k, prefabObj in pairs(self.childMap) do
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local render = prefabObj:getComponent(GConst.TYPEOF_UNITY_CLASS.SKINNED_MESH_RENDERER)
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if not CS.BF.Utils.IsNull(render) and not CS.BF.Utils.IsNull(render.material) and SUPPORT_SHADER[render.material.shader.name] then
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table.insert(self.characterMaterials, render.material)
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end
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end
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end
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return self.characterMaterials
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end
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function WeaponObject:getCharacterMeshRenderer()
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if not self.characterMeshRenders then
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self.characterMeshRenders = {}
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for k, prefabObj in pairs(self.childMap) do
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local render = prefabObj:getComponent(GConst.TYPEOF_UNITY_CLASS.SKINNED_MESH_RENDERER)
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if not CS.BF.Utils.IsNull(render) and not CS.BF.Utils.IsNull(render.material) and SUPPORT_SHADER[render.material.shader.name] then
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table.insert(self.characterMeshRenders, render)
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end
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end
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end
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return self.characterMeshRenders
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end
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function WeaponObject:getMaterialPropertyBlock()
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if not self.mpb then
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self.mpb = CS.UnityEngine.MaterialPropertyBlock()
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end
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return self.mpb
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end
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function WeaponObject:setCustomShadowEnable(enabled)
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local materials = self:getCharacterMaterials()
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for _, material in ipairs(materials) do
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material:SetShaderPassEnabled("Always", enabled)
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end
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end
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function WeaponObject:setCharacterFSM(fsm)
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self.fsm = fsm
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end
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function WeaponObject:setShadowColor(color)
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local renderers = self:getCharacterMeshRenderer()
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local mpBlock = self:getMaterialPropertyBlock()
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for i, renderer in ipairs(renderers) do
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renderer:GetPropertyBlock(mpBlock)
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mpBlock:SetColor("_shadow_color", color)
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renderer:SetPropertyBlock(mpBlock)
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end
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end
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function WeaponObject:setLocalEulerAngles(x, y, z)
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if self.characterHelper then
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self.characterHelper:SetLocalEulerAngles(self.objectIndex, x, y, z)
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else
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BaseObject.setLocalEulerAngles(self, x, y, z)
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end
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end
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function WeaponObject:setLocalPosition(x, y, z)
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if self.characterHelper then
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self.characterHelper:SetLocalPosition(self.objectIndex, x, y, z)
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else
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BaseObject.setLocalPosition(self, x, y, z)
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end
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end
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function WeaponObject:setPosition(x, y, z)
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if self.characterHelper then
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self.characterHelper:SetPosition(self.objectIndex, x, y, z)
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else
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BaseObject.setPosition(self, x, y, z)
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end
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end
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function WeaponObject:setLocalScale(x, y, z)
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if self.characterHelper then
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self.characterHelper:SetLocalScale(self.objectIndex, x, y, z)
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else
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BaseObject.setLocalScale(self, x, y, z)
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end
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end
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function WeaponObject:onDestroy()
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if self.fsm then
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CharacterFSMManager:stopFSM(self.fsm)
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self.fsm = nil
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end
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BaseObject.onDestroy(self)
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self.characterHelper = nil
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self.mainModel = nil
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self.mainAnimator = nil
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self.childMap = nil
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self.characterMaterials = nil
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self.characterMeshRenders = nil
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self.mpb = nil
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end
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return WeaponObject |