少年修仙传客户端代码仓库
lcy
2024-12-16 a39c35fc6449430cd02bccb681c4a0a880e46cd9
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using vnxbqy.UI;
 
public class CreateRoleBehaviour
{
    public State state { get; private set; }
 
    CreateRoleTimeLine showTimeLine = new CreateRoleTimeLine();
    List<SFXController> sfxControllers = new List<SFXController>();
 
    GameObject behaviour;
    ActorShadowCaster shadow;
    CreateRoleHeroPlatform platform;
 
    public void Show(CreateRoleScriptableObject.RoleShowParams showParams)
    {
        if (behaviour == null)
        {
            var prefab = SceneLoader.LoadCreateRole(showParams.platformPrefabName);
            behaviour = GameObject.Instantiate(prefab, showParams.platformPosition, Quaternion.identity);
            behaviour.name = showParams.platformPrefabName;
            shadow = behaviour.GetComponentInChildren<ActorShadowCaster>();
            platform = behaviour.GetComponentInChildren<CreateRoleHeroPlatform>();
            platform.transform.localScale = showParams.platformScale;
            var camera = behaviour.GetComponent<Camera>("CreateRoleCamera");
            if (camera != null)
            {
                camera.SetActive(false);
            }
        }
 
        shadow.SetActive(false);
        platform.transform.localEulerAngles = new Vector3(0, 180, 0);
        platform.ForbidSeconds(showParams.animationDuration);
        CreateRoleManager.Instance.LoadModel(showParams.job, (bool ok, UnityEngine.Object @object) =>
        {
            if (ok)
            {
                var model = @object as GameObject;
                model.transform.SetParentEx(platform.transform, Vector3.zero, Quaternion.identity, Vector3.one * showParams.scale);
 
                switch (showParams.enterPictureType)
                {
                    case CreateRoleScriptableObject.EnterPictureType.OutIn:
                        model.SetActive(false);
                        break;
                    case CreateRoleScriptableObject.EnterPictureType.Stand:
                        model.SetActive(true);
                        shadow.SetActive(true);
                        shadow.Cast(model.transform);
                        break;
                }
 
                ReleaseEffects();
                state = State.RoutimeShow;
 
                showTimeLine.ClearNode();
                showTimeLine.AddNone(0f, () =>
                {
                    if (showParams.enterPictureType == CreateRoleScriptableObject.EnterPictureType.OutIn)
                    {
                        model.SetActive(true);
                    }
 
                    var animator = model.GetComponent<Animator>();
                    animator.Play(showParams.animation);
                });
 
                showTimeLine.AddNone(0.1f, () =>
                {
                    if (showParams.enterPictureType == CreateRoleScriptableObject.EnterPictureType.OutIn)
                    {
                        shadow.SetActive(true);
                        shadow.Cast(model.transform);
                    }
                });
 
                foreach (var effect in showParams.persistentEffects)
                {
                    showTimeLine.AddNone(0f, () =>
                    {
                        PlayEffect(model.transform, effect);
                    });
                }
 
                showTimeLine.AddNone(0f, () =>
                {
                    PlayEffect(model.transform, showParams.showEffect);
                });
 
                showTimeLine.AddNone(2f, () =>
                {
                    WindowCenter.Instance.Open<CreateRoleWin>();
                });
 
                showTimeLine.OnComplete(() => { state = State.Idle; });
                showTimeLine.Begin();
            }
        });
    }
 
    public void SetActive(bool active)
    {
        if (behaviour != null)
        {
            behaviour.transform.SetActive(active);
        }
    }
 
    public void Dispose()
    {
        showTimeLine.Dispose();
        ReleaseEffects();
 
        showTimeLine = null;
        behaviour = null;
        shadow = null;
        platform = null;
    }
 
    public void ReleaseEffects()
    {
        for (var i = sfxControllers.Count - 1; i >= 0; i--)
        {
            SFXPlayUtility.Instance.Release(sfxControllers[i]);
        }
 
        sfxControllers.Clear();
    }
 
    private void PlayEffect(Transform model, int effectId)
    {
        var config = EffectConfig.Get(effectId);
        Transform parent = null;
        if (!string.IsNullOrEmpty(config.nodeName))
        {
            parent = model.transform.GetChildTransformDeeply(config.nodeName);
        }
        else
        {
            parent = model.transform;
        }
 
        sfxControllers.Add(SFXPlayUtility.Instance.Play(effectId, parent));
    }
 
    public enum State
    {
        Idle,
        EnterShow,
        RoutimeShow,
    }
 
}