Files
BusyRabbit/Content/Lua/Level/Actor/LevelFoxRole.lua

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local LevelFoxRole = {}
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local Vector2D = require("Utils.Vector2D")
function LevelFoxRole:ctor()
end
function LevelFoxRole:ReceiveBeginPlay()
self["SpineAnimationComponent"]:SetAnimation(0, "Idle/Front", true)
self.last_animation = "Idle/Front"
end
function LevelFoxRole:OnMoveDirectionChanged(InDirection)
-- 运动组件更新方向响应函数
local cur_animation
if Vector2D.Equals(InDirection, Vector2D.Zero) then -- Idle的情况
local forward_direction = self["MovementComponent"]:GetForwardDirection()
if(forward_direction.Y >= 0) then
cur_animation = "Idle/Front"
else
cur_animation = "Idle/Back"
end
else
if(InDirection.Y >= 0) then
cur_animation = "Move/Front"
else
cur_animation = "Move/Back"
end
end
if cur_animation ~= self.last_animation then
self["SpineAnimationComponent"]:SetAnimation(0, cur_animation, true)
self.last_animation = cur_animation
end
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self["SpineAnimationComponent"]:SetTimeScale(1.0)
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end
function LevelFoxRole:OnMove(location)
-- 控制器移动相应函数
self["MovementComponent"]:MoveTo(location)
end
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function LevelFoxRole:OnUltimateSkill()
print("LevelFoxRole:OnUltimateSkill")
local sprint_distance = 600
local sprint_speed_rate = 3.8
-- 获取角色朝向
local forward_direction = self["MovementComponent"]:GetForwardDirection()
self["MovementComponent"]:SprintTo(sprint_distance, sprint_speed_rate)
local anim_comp = self["SpineAnimationComponent"]
if forward_direction.X >= 0 then
anim_comp:SetAnimation(0, "Ultimate/Right/UltimateStage1", false)
else
anim_comp:SetAnimation(0, "Ultimate/Left/UltimateStage1", false)
end
local anim_entry = anim_comp:GetCurrent(0)
local anim_total_time = anim_entry:GetAnimationEnd()
local sprint_time = sprint_distance / (self:GetSpeed() * sprint_speed_rate)
anim_comp:SetTimeScale(anim_total_time / sprint_time)
print("hahhh", anim_total_time, sprint_time)
end
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return Class(nil, nil, LevelFoxRole)