Files
test/Assets/PerfectWorld/Scripts/Move/CECPlayer.cs
T
NguyenVanDat 1dd66a2b83 pj setting
2025-10-29 16:41:07 +07:00

1187 lines
41 KiB
C#

using Animancer;
using BrewMonster;
using BrewMonster.Managers;
using BrewMonster.Scripts.Managers;
using CSNetwork.GPDataType;
using ModelRenderer.Scripts.GameData;
using PerfectWorld.Scripts.Managers;
using PerfectWorld.Scripts.Player;
using System;
using System.Collections.Generic;
using System.Xml.Linq;
using Unity.VisualScripting;
using UnityEngine;
public abstract class CECPlayer : CECObject
{
private static PLAYER_ACTION[] _default_actions;
private static PLAYER_ACTION[] _turning_actions;
PLAYER_ACTION[] m_PlayerActions;
[SerializeField] internal INFO m_PlayerInfo;
protected GameObject _pPlayerModel;
protected float rotationSpeed = 5;
internal int m_iMoveMode; // Player's move mode
internal int m_idSelTarget;
protected int m_iShape; // Ñ¡ÖÐÄ¿±êµÄID
protected uint m_dwStates; // Player's basic states
protected uint m_uAttackType;
protected int[] m_aEquips;
protected ROLEEXTPROP m_ExtProps; // Extend properties
protected int m_iFashionWeaponType;
protected float m_fTouchRad = 0.3f; // Touch radius
protected bool m_bWeaponAttached;
protected bool m_bFight;
protected int m_iBattleCamp = Player_camp_in_battle.GP_BATTLE_CAMP_NONE; // Battle this player belongs to
byte m_factionPVPMask; // pvp mask
protected uint m_dwResFlags; // pvp mask
protected ROLEBASICPROP m_BasicProps;
public int m_iMoveEnv = Move_environment.MOVEENV_GROUND; // Move environment
public bool m_bWalkRun;
public A3DAABB m_aabbServer = new A3DAABB(); // Óë·þÎñÆ÷±£³ÖÒ»ÖµÄaabb£¬ ²»ÊÜËõ·ÅÓ°Ïì
public A3DAABB m_aabb = new A3DAABB(); // Player's aabb£¬ÓÃÓÚÏÔʾµÄaabb£¬ÊÜËõ·ÅÓ°Ïì
public int m_iProfession; // Profession
public float m_fScaleBySkill;
public int m_iGender; // Gender
protected bool m_bFashionMode;
public bool m_bShowWeapon;
private QueueActionEvent queueActionEvent;
protected static PLAYER_LEVELEXP_CONFIG _player_levelup_exp;
protected int NUM_WEAPON_TYPE = 15;
public static readonly int[] m_sciStateIDForStateAction = { 117 };
public MOVECONST m_MoveConst; // Const used when moving control
public MOVECONST[] aMoveConsts = new MOVECONST[PROFESSION.NUM_PROFESSION * GENDER.NUM_GENDER]
{
// ÎäÏÀ
// fStepHei fMinAirHei fMinWaterHei fShoreDepth fWaterSurf
new MOVECONST(0.8f, 1.6f, 0.3f, 1.6f, 0.6f),
new MOVECONST(0.8f, 1.6f, 0.3f, 1.5f, 0.55f),
// ·¨Ê¦
new MOVECONST(0.8f, 1.6f, 0.3f, 1.6f, 0.6f),
new MOVECONST(0.8f, 1.6f, 0.3f, 1.5f, 0.55f),
// Î×ʦ
new MOVECONST(0.8f, 1.6f, 0.3f, 1.6f, 0.6f),
new MOVECONST(0.8f, 1.6f, 0.3f, 1.5f, 0.55f),
// Ñý¾«
new MOVECONST(0.8f, 1.6f, 0.3f, 1.6f, 0.6f),
new MOVECONST(0.8f, 1.6f, 0.3f, 1.5f, 0.55f),
// ÑýÊÞ
new MOVECONST(0.8f, 1.6f, 0.3f, 1.8f, 0.7f),
new MOVECONST(0.8f, 1.6f, 0.3f, 1.6f, 0.6f),
// ´Ì¿Í
new MOVECONST(0.8f, 1.6f, 0.3f, 1.6f, 0.6f),
new MOVECONST(0.8f, 1.6f, 0.3f, 1.5f, 0.55f),
// Óðâ
new MOVECONST(0.8f, 1.6f, 0.3f, 1.6f, 0.6f),
new MOVECONST(0.8f, 1.6f, 0.3f, 1.5f, 0.55f),
// ÓðÁé
new MOVECONST(0.8f, 1.6f, 0.3f, 1.6f, 0.6f),
new MOVECONST(0.8f, 1.6f, 0.3f, 1.5f, 0.55f),
// ½£Áé
new MOVECONST(0.8f, 1.6f, 0.3f, 1.6f, 0.6f),
new MOVECONST(0.8f, 1.6f, 0.3f, 1.5f, 0.55f),
// ÷ÈÁé
new MOVECONST(0.8f, 1.6f, 0.3f, 1.6f, 0.6f),
new MOVECONST(0.8f, 1.6f, 0.3f, 1.5f, 0.55f),
// Ò¹Ó°
new MOVECONST(0.8f, 1.6f, 0.3f, 1.6f, 0.6f),
new MOVECONST(0.8f, 1.6f, 0.3f, 1.5f, 0.55f),
// ÔÂÏÉ
new MOVECONST(0.8f, 1.6f, 0.3f, 1.6f, 0.6f),
new MOVECONST(0.8f, 1.6f, 0.3f, 1.5f, 0.55f),
};
public A3DVECTOR3[] aExts = new A3DVECTOR3[PROFESSION.NUM_PROFESSION * GENDER.NUM_GENDER]
{
new A3DVECTOR3(0.4f, 0.9f, 0.4f), // ÎäÏÀ
new A3DVECTOR3(0.3f, 0.85f, 0.3f),
new A3DVECTOR3(0.3f, 0.9f, 0.3f), // ·¨Ê¦
new A3DVECTOR3(0.3f, 0.85f, 0.3f),
new A3DVECTOR3(0.3f, 0.9f, 0.3f), // Î×ʦ
new A3DVECTOR3(0.3f, 0.85f, 0.3f),
new A3DVECTOR3(0.3f, 0.9f, 0.3f), // Ñý¾«
new A3DVECTOR3(0.3f, 0.85f, 0.3f),
new A3DVECTOR3(0.5f, 1.05f, 0.5f), // ÑýÊÞ
new A3DVECTOR3(0.3f, 0.9f, 0.3f),
new A3DVECTOR3(0.3f, 0.9f, 0.3f), // ´Ì¿Í
new A3DVECTOR3(0.3f, 0.85f, 0.3f),
new A3DVECTOR3(0.3f, 0.9f, 0.3f), // Óðâ
new A3DVECTOR3(0.3f, 0.85f, 0.3f),
new A3DVECTOR3(0.3f, 0.9f, 0.3f), // ÓðÁé
new A3DVECTOR3(0.3f, 0.85f, 0.3f),
new A3DVECTOR3(0.3f, 0.9f, 0.3f), // ½£Áé
new A3DVECTOR3(0.3f, 0.85f, 0.3f),
new A3DVECTOR3(0.3f, 0.9f, 0.3f), // ÷ÈÁé
new A3DVECTOR3(0.3f, 0.85f, 0.3f),
new A3DVECTOR3(0.3f, 0.9f, 0.3f), // Ò¹Ó°
new A3DVECTOR3(0.3f, 0.85f, 0.3f),
new A3DVECTOR3(0.3f, 0.9f, 0.3f), // ÔÂÏÉ
new A3DVECTOR3(0.3f, 0.85f, 0.3f),
};
protected void Awake()
{
m_PlayerActions = _default_actions;
m_iShape = 0;
m_aEquips = new int[(int)IndexOfIteminEquipmentInventory.SIZE_ALL_EQUIPIVTR];
queueActionEvent = new QueueActionEvent("", null, false, null);
}
public virtual void SetUpPlayer()
{
m_dwResFlags = 0;
m_iFashionWeaponType = -1;
m_uAttackType = DEFAULT_ACTION_TYPE;
AttachWeapon();
}
public void SetPlayerInfor(INFO playinfo)
{
m_PlayerInfo = playinfo;
}
public INFO GetPlayInfo()
{
return m_PlayerInfo;
}
public void CalcPlayerAABB()
{
int iIndex = m_iProfession * GENDER.NUM_GENDER + m_iGender;
m_aabb.Extents = aExts[iIndex] * m_fScaleBySkill;
m_aabbServer.Extents = aExts[iIndex];
m_MoveConst = aMoveConsts[iIndex];
}
public static void InitStaticRes()
{
BuildActionList();
DATA_TYPE dt = default;
_player_levelup_exp = (PLAYER_LEVELEXP_CONFIG)ElementDataManProvider.GetElementDataMan()
.get_data_ptr(202, ID_SPACE.ID_SPACE_CONFIG, ref dt);
}
public bool IsDead()
{
return (m_dwStates & PlayerNPCState.GP_STATE_CORPSE) != 0;
}
public bool IsValidAction(int iIndex)
{
return (iIndex >= 0 && iIndex < (int)PLAYER_ACTION_TYPE.ACT_MAX) ? true : false;
}
public int GetCharacterID()
{
return m_PlayerInfo.cid;
}
private static void BuildActionList()
{
if (_default_actions == null)
{
// thay cho hashtab trong C++
Dictionary<string, PLAYER_ACTION_INFO_CONFIG> actionMap =
new Dictionary<string, PLAYER_ACTION_INFO_CONFIG>(100);
Dictionary<string, PLAYER_ACTION_INFO_CONFIG> skillActionMap =
new Dictionary<string, PLAYER_ACTION_INFO_CONFIG>(100);
elementdataman dataman = ElementDataManProvider.GetElementDataMan();
PLAYER_ACTION_INFO_CONFIG data;
int count = dataman.get_data_num(ID_SPACE.ID_SPACE_CONFIG);
DATA_TYPE dt = default;
uint id = 0;
for (int i = 0; i < count; ++i)
{
id = dataman.get_data_id(ID_SPACE.ID_SPACE_CONFIG, i, ref dt);
if (dt != DATA_TYPE.DT_PLAYER_ACTION_INFO_CONFIG)
continue;
data = (PLAYER_ACTION_INFO_CONFIG)dataman.get_data_ptr(id, ID_SPACE.ID_SPACE_CONFIG, ref dt);
if (!string.IsNullOrEmpty(data.ActionName) && data.ActionName[0] != '0')
{
if (!actionMap.TryAdd(data.ActionName, data))
{
}
}
}
CECStringTab actionNames = new CECStringTab();
actionNames.Init("actions_player", false);
_default_actions = new PLAYER_ACTION[(int)PLAYER_ACTION_TYPE.ACT_MAX];
for (int i = 0; i < _default_actions.Length; i++)
{
_default_actions[i].type = (PLAYER_ACTION_TYPE)i;
string szName = actionNames.GetANSIString(i);
if (!string.IsNullOrEmpty(szName))
{
if (actionMap.TryGetValue(szName, out var it))
{
_default_actions[i].data = it;
}
}
}
}
}
public bool PlayAction(int iAction, bool bRestart = true, int iTransTime = 200, bool bQueue = false)
{
return PlayActionWithConfig(iAction, 0, bRestart, iTransTime, bQueue);
}
public bool PlayActionWithConfig(int iAction, int actionConfigID, bool bRestart = true, int iTransTime = 200,
bool bQueue = false)
{
if (iAction < 0 || iAction >= (int)PLAYER_ACTION_TYPE.ACT_MAX)
{
return false;
}
if (actionConfigID > 0)
{
DATA_TYPE dt = DATA_TYPE.DT_INVALID;
var p = ElementDataManProvider.GetElementDataMan()
.get_data_ptr((uint)actionConfigID, ID_SPACE.ID_SPACE_CONFIG, ref dt);
if (dt == DATA_TYPE.DT_PLAYER_ACTION_INFO_CONFIG)
{
PLAYER_ACTION actionConfig;
actionConfig.type = (PLAYER_ACTION_TYPE)iAction;
actionConfig.data = (PLAYER_ACTION_INFO_CONFIG)p;
return PlayActionWithConfig(iAction, actionConfig, bRestart, iTransTime, bQueue);
}
else
{
}
}
return PlayActionWithConfig(iAction, m_PlayerActions[iAction], bRestart, iTransTime, bQueue);
}
public bool PlayActionWithConfig(int iAction, in PLAYER_ACTION actionConfig,
bool bRestart = true, int iTransTime = 200, bool bQueue = false)
{
PLAYER_ACTION action = actionConfig;
var szAct = EC_Utility.BuildActionName(action, 0);
EventBus.PublishChannel(m_PlayerInfo.cid, new PlayActionEvent(szAct));
return true;
}
public static void Dispose()
{
_default_actions = null;
_turning_actions = null;
}
public struct PLAYER_ACTION
{
public PLAYER_ACTION_TYPE type;
public PLAYER_ACTION_INFO_CONFIG data;
};
public INFO GetPlayerInfo()
{
return m_PlayerInfo;
}
public enum PLAYER_ACTION_TYPE
{
// 0
ACT_STAND = 0, // Đứng
ACT_FIGHTSTAND, // Đứng chiến đấu
ACT_WALK, // Đi bộ
ACT_RUN, // Chạy
ACT_JUMP_START, // Bắt đầu nhảy
// 5
ACT_JUMP_LOOP, // Nhảy trên không lặp lại
ACT_JUMP_LAND, // Nhảy tiếp đất
ACT_SWIM, // Bơi
ACT_HANGINWATER, // Lơ lửng trong nước
ACT_TAKEOFF, // Cất cánh (should be ACT_TAKEOFF_WING)
// 10
ACT_HANGINAIR, // Treo trên không (should be ACT_HANGINAIR_WING)
ACT_FLY, // Bay (should be ACT_FLY_WING)
ACT_FLYDOWN, // Bay xuống cao (should be ACT_FLYDOWN_WING_HIGH)
ACT_FLYDOWN_WING_LOW, // Bay xuống thấp (should be ACT_FLYDOWN_WING_LOW)
ACT_LANDON, // Hạ cánh (should be ACT_LAND_WING)
// 15
ACT_TAKEOFF_SWORD, // Kiếm bay - cất cánh
ACT_HANGINAIR_SWORD, // Kiếm bay - treo không trung
ACT_FLY_SWORD, // Kiếm bay - tiến tới
ACT_FLYDOWN_SWORD_HIGH, // Kiếm bay - rơi cao
ACT_FLYDOWN_SWORD_LOW, // Kiếm bay - rơi thấp
// 20
ACT_LANDON_SWORD, // Kiếm bay - hạ cánh
ACT_SITDOWN, // Ngồi
ACT_SITDOWN_LOOP, // Ngồi lặp lại
ACT_STANDUP, // Đứng dậy
ACT_WOUNDED, // Bị thương
// 25
ACT_GROUNDDIE, // Chết trên mặt đất
ACT_GROUNDDIE_LOOP, // Chết trên đất (loop)
ACT_WATERDIE, // Chết trong nước
ACT_WATERDIE_LOOP, // Chết trong nước (loop)
ACT_AIRDIE_ST, // Chết trên không (bắt đầu)
// 30
ACT_AIRDIE, // Chết trên không (loop rơi)
ACT_AIRDIE_ED, // Chết trên không (chạm đất)
ACT_AIRDIE_LAND_LOOP, // Chết rơi đất (loop)
ACT_REVIVE, // Hồi sinh
ACT_CUSTOMIZE, // Động tác tùy chỉnh
// 35
ACT_STRIKEBACK, // Bị đánh lùi
ACT_STRIKEDOWN, // Bị đánh ngã
ACT_STRIKEDOWN_LOOP, // Bị đánh ngã (loop)
ACT_STRIKEDOWN_STANDUP, // Bị đánh ngã rồi đứng dậy
ACT_PICKUP, // Nhặt đồ
// 40
ACT_PICKUP_LOOP, // Nhặt đồ (loop)
ACT_PICKUP_STANDUP, // Nhặt đồ đứng dậy
ACT_PICKUP_MATTER, // Nhặt vật thể
ACT_GAPE, // Há miệng
ACT_LOOKAROUND, // Nhìn quanh
// 45
ACT_PLAYWEAPON, // Vung vũ khí
ACT_EXP_WAVE, // Vẫy tay
ACT_EXP_NOD, // Gật đầu
ACT_EXP_SHAKEHEAD, // Lắc đầu
ACT_EXP_SHRUG, // Nhún vai
// 50
ACT_EXP_LAUGH, // Cười lớn
ACT_EXP_ANGRY, // Tức giận
ACT_EXP_STUN, // Choáng
ACT_EXP_DEPRESSED, // Buồn bã
ACT_EXP_KISSHAND, // Hôn tay
// 55
ACT_EXP_SHY, // Ngại ngùng
ACT_EXP_SALUTE, // Chào
ACT_EXP_SITDOWN, // Ngồi xuống
ACT_EXP_SITDOWN_LOOP, // Ngồi xuống (loop)
ACT_EXP_SITDOWN_STANDUP, // Ngồi xuống rồi đứng dậy
// 60
ACT_EXP_ASSAULT, // Tấn công
ACT_EXP_THINK, // Suy nghĩ
ACT_EXP_DEFIANCE, // Thách thức
ACT_EXP_VICTORY, // Chiến thắng
ACT_EXP_KISS, // Hôn
// 65
ACT_EXP_KISS_LOOP, // Hôn (loop)
ACT_EXP_KISS_END, // Kết thúc hôn
ACT_ATTACK_1, // Tấn công 1
ACT_ATTACK_2, // Tấn công 2
ACT_ATTACK_3, // Tấn công 3
// 70
ACT_ATTACK_4, // Tấn công 4
ACT_ATTACK_TOSS, // Ném vũ khí
ACT_TRICK_RUN, // Chiêu khi chạy
ACT_TRICK_JUMP, // Chiêu khi nhảy
ACT_FLY_GLIDE, // Lượn
// 75
ACT_FLY_GLIDE_SWORD, // Kiếm bay - lượn
ACT_EXP_FIGHT, // Tư thế chiến đấu
ACT_EXP_ATTACK1, // Tấn công diễn xuất 1
ACT_EXP_ATTACK2, // Tấn công diễn xuất 2
ACT_EXP_ATTACK3, // Tấn công diễn xuất 3
// 80
ACT_EXP_ATTACK4, // Tấn công diễn xuất 4
ACT_EXP_DEFENCE, // Phòng thủ
ACT_EXP_FALL, // Té ngã
ACT_EXP_FALLONGROUND, // Ngã xuống đất
ACT_EXP_LOOKAROUND, // Nhìn quanh
// 85
ACT_EXP_DANCE, // Nhảy múa
ACT_EXP_FASHIONWEAPON, // Động tác vũ khí thời trang
ACT_USEITEM, // Dùng item
ACT_USEITMELOOP, // Dùng item (loop)
ACT_TWO_KISS, // Hôn đôi
// 90
ACT_USING_TARGET_ITEM, // Dùng đạo cụ
ACT_SWIM_FOR_MOVESKILL, // Bơi trong lúc dùng skill di chuyển
ACT_MAX,
ACT_CASTSKILL // Chỉ là placeholder cho skill actions
}
public void PlayAttackEffect(int idTarget, int idSkill, int skillLevel, int nDamage,
uint dwModifier, int nAttackSpeed, ref int piAttackTime, int nSection = 0)
{
if (!IsAllResReady())
return;
if (idSkill == 0)
{
int idWeapon = IsShapeChanged() ? 0 : GetWeaponID();
int nTimeFly = 10;
if (idWeapon != 0)
{
// ¿´¿´ÊDz»ÊÇÔ¶³ÌÎäÆ÷
DATA_TYPE dt = default;
WEAPON_ESSENCE? pWeapon = (WEAPON_ESSENCE)ElementDataManProvider.GetElementDataMan()
.get_data_ptr((uint)idWeapon, ID_SPACE.ID_SPACE_ESSENCE, ref dt);
if (dt == DATA_TYPE.DT_WEAPON_ESSENCE && pWeapon != null && pWeapon.Value.require_projectile != 0)
{
nTimeFly = 700;
if (m_aEquips[(int)IndexOfIteminEquipmentInventory.EQUIPIVTR_PROJECTILE] != 0)
idWeapon = m_aEquips[(int)IndexOfIteminEquipmentInventory.EQUIPIVTR_PROJECTILE];
}
}
if (CECAttacksMan.Instance.FindAttackByAttacker(GetPlayerInfo().cid))
{
BMLogger.LogError("CECAttacksMan::FindAttackByAttacker != NULL");
ClearComActFlagAllRankNodes(true);
}
// melee attack
CECAttackEvent pAttack = CECAttacksMan.Instance.AddMeleeAttack(
GetPlayerInfo().cid, idTarget, idWeapon, dwModifier, nDamage, nTimeFly);
if (pAttack != null)
{
if (!IsDead() && (dwModifier & (uint)MOD.MOD_RETORT) == 0
&& (dwModifier & (uint)MOD.MOD_ATTACK_AURA) == 0
&& PlayAttackAction(nAttackSpeed, ref piAttackTime, pAttack)
&& (dwModifier & (uint)MOD.MOD_BEAT_BACK) == 0)
{
}
else
{
pAttack.m_bSignaled = true;
}
}
}
//else
//{
// if (skillLevel == 0)
// {
// if (m_pCurSkill)
// skillLevel = m_pCurSkill.GetSkillLevel();
// else
// skillLevel = 1;
// }
// CECAttackEvent pAttack1 = null;
// // first try to find if there is already a skill attack event in attackman
// CECAttackerEvents attackerEvents = g_pGame.GetGameRun().GetWorld().GetAttacksMan().FindAttackByAttacker(GetPlayerInfo().cid);
// if (attackerEvents)
// {
// CECAttackEvent pAttack1 = attackerEvents.Find(idSkill, nSection);
// if (pAttack1 != null)
// {
// // Ãæ¹¥»÷µÄ·ÇµÚÒ»´ÎÉ˺¦ÏûÏ¢
// pAttack1.AddTarget(idTarget, dwModifier, nDamage);
// goto EXIT;
// }
// else
// {
// attackerEvents.Signal();
// }
// }
// if (ElementSkill::IsGoblinSkill(idSkill) &&
// GNET::ElementSkill::GetType(idSkill) == 2)
// {
// pAttack = g_pGame.GetGameRun().GetWorld().GetAttacksMan().AddSkillAttack(
// GetPlayerInfo().cid, GetPlayerInfo().cid, idTarget, GetWeaponID(), idSkill, skillLevel, dwModifier, nDamage);
// }
// else
// {
// // begin a skill attack
// pAttack = g_pGame.GetGameRun().GetWorld().GetAttacksMan().AddSkillAttack(
// GetPlayerInfo().cid, m_idCurSkillTarget, idTarget, GetWeaponID(), idSkill, skillLevel, dwModifier, nDamage);
// }
// if (pAttack)
// {
// pAttack.SetSkillSection(nSection);
// if (!IsDead() && (dwModifier & CECAttackEvent::MOD_RETORT) == 0
// && (dwModifier & CECAttackEvent::MOD_ATTACK_AURA) == 0
// && PlaySkillAttackAction(idSkill, nAttackSpeed, NULL, nSection, &pAttack.m_bSignaled)
// && (dwModifier & CECAttackEvent::MOD_BEAT_BACK) == 0)
// {
// }
// else
// {
// pAttack.m_bSignaled = true;
// }
// }
//EXIT:
// // For skill attacking, time is always set to 0
// if (piAttackTime)
// *piAttackTime = 0;
//}
}
private void ClearComActFlagAllRankNodes(bool v)
{
EventBus.PublishChannel(m_PlayerInfo.cid, new CleearComActFlagAllRankNodesEvent(v));
}
public struct CleearComActFlagAllRankNodesEvent
{
public bool v;
public CleearComActFlagAllRankNodesEvent(bool value)
{
v = value;
}
}
public bool PlayAttackAction(int nAttackSpeed, ref int attackTime, CECAttackEvent attackEvent)
{
//attackTime = 0;
//if (_pPlayerModel == null)
// return false;
int nRand = UnityEngine.Random.Range(0, 4);
string szAct = string.Empty;
int weapon_type = GetShowingWeaponType();
int nTime1 = 0, nTime2 = 0;
int iAction = (int)PLAYER_ACTION_TYPE.ACT_ATTACK_1 + nRand;
PLAYER_ACTION action = m_PlayerActions[iAction];
if (string.IsNullOrEmpty(action.data.ActionPrefix))
return false;
ShowWeaponByConfig(action.data);
/* var pRightHandWeapon = GetRightHandWeapon();
bool bHideFX = !CECOptimize.Instance.GFX.CanShowAttack(GetCharacterID(), GetClassID());*/
// ==============================
// Ground Attack
// ==============================
if (GetMoveEnv() == (int)MoveEnvironment.MOVEENV_GROUND)
{
// “起” 动作(挥起)
szAct = EC_Utility.BuildActionName(action, 0, "Æð");
EventBus.PublishChannel(m_PlayerInfo.cid, new PlayActionEvent(szAct));
szAct = EC_Utility.BuildActionName(action, 0, "Âä");
queueActionEvent.SetData(szAct, SetApplyDamage, true, attackEvent);
EventBus.PublishChannelClass(m_PlayerInfo.cid, queueActionEvent);
//PlayNonSkillActionWithName(iAction, szAct, true, 200, true, ref pActFlag, COMACT_FLAG_MODE_ONCE_MULTIIGNOREGFX);gagága
/*
if (pRightHandWeapon != null && IsUsingMagicWeapon())
pRightHandWeapon.PlayActionByName(_GenWeaponActionName(szAct, m_iGender), 1.0f, true, 200, true, iAction, bHideFX);
nTime1 = _pPlayerModel.GetComActTimeSpanByName(szAct);
// “收” 动作(挥下)
szAct = $"{action.data.action_prefix}_{action.data.action_weapon_suffix[weapon_type].suffix}Âä";
QueueNonSkillActionWithName(iAction, szAct, 0, false, bHideFX);
if (pRightHandWeapon != null && IsUsingMagicWeapon())
pRightHandWeapon.QueueAction(_GenWeaponActionName(szAct, m_iGender), 0, iAction, false, false, bHideFX);
nTime2 = _pPlayerModel.GetComActTimeSpanByName(szAct);*/
}
// ==============================
// Air Attack
// ==============================
else
{
/*string szActionMiddleName;
if ((m_wingType == WINGTYPE_WING && IsFlying()) ||
GetProfession() == PROF_ANGEL ||
GetProfession() == PROF_ARCHOR ||
GetProfession() == PROF_MONK ||
GetProfession() == PROF_GHOST)
{
szActionMiddleName = "¿ÕÖгá°ò"; // tấn công trên không
}
else
{
szActionMiddleName = "¿ÕÖзɽ£"; // rơi xuống hoặc bay
}
szAct = $"{action.data.action_prefix}_{szActionMiddleName}_{action.data.action_weapon_suffix[weapon_type].suffix}Æð";
PlayNonSkillActionWithName(iAction, szAct, true, 200, bHideFX, ref pActFlag, COMACT_FLAG_MODE_ONCE_MULTIIGNOREGFX);
if (pRightHandWeapon != null && IsUsingMagicWeapon())
pRightHandWeapon.PlayActionByName(_GenWeaponActionName(szAct, m_iGender), 1.0f, true, 200, true, iAction, bHideFX);
nTime1 = m_pPlayerModel.GetComActTimeSpanByName(szAct);
szAct = $"{action.data.action_prefix}_{szActionMiddleName}_{action.data.action_weapon_suffix[weapon_type].suffix}Âä";
QueueNonSkillActionWithName(iAction, szAct, 0, false, bHideFX);
if (pRightHandWeapon != null && IsUsingMagicWeapon())
pRightHandWeapon.QueueAction(_GenWeaponActionName(szAct, m_iGender), 0, iAction, false, false, bHideFX);
nTime2 = m_pPlayerModel.GetComActTimeSpanByName(szAct);*/
}
// ==============================
// Kết thúc bằng FightStand
// ==============================
PLAYER_ACTION stand_action = m_PlayerActions[(int)PLAYER_ACTION_TYPE.ACT_FIGHTSTAND];
szAct = EC_Utility.BuildActionName(stand_action, 0);
queueActionEvent.SetData(szAct, SetApplyDamage, false, attackEvent);
EventBus.PublishChannelClass(m_PlayerInfo.cid, queueActionEvent);
/* QueueNonSkillActionWithName(ACT_FIGHTSTAND, szAct, 300, false, bHideFX, true);
if (pRightHandWeapon != null && IsUsingMagicWeapon())
pRightHandWeapon.QueueAction(_GenWeaponActionName(szAct, m_iGender), 300, iAction, false, false, bHideFX, true);*/
// ==============================
// Điều chỉnh tốc độ phát animation theo tốc độ tấn công
// ==============================
/* if (nAttackSpeed > 0)
{
float vScale = (nTime1 + nTime2) / (float)nAttackSpeed;
if (vScale > 0f)
{
m_pPlayerModel.SetPlaySpeed(vScale);
if (pRightHandWeapon != null && IsUsingMagicWeapon())
pRightHandWeapon.SetPlaySpeed(vScale);
}
}
attackTime = nTime1 + nTime2;*/
// ==============================
// Cập nhật vị trí weapon hanger (vũ khí)
// ==============================
//UpdateWeaponHangerPosByAction(iAction);
return true;
}
public void SetApplyDamage(bool isApplyDamage, CECAttackEvent cECAttackEvent)
{
cECAttackEvent.m_bSignaled = isApplyDamage;
}
public void ShowWeaponByConfig(PLAYER_ACTION_INFO_CONFIG p)
{
m_bShowWeapon = p.hide_weapon != 0 ? false : true;
//ShowWeapon(m_bShowWeapon);
}
public int GetShowingWeaponType()
{
int weapon_type = 0;
if (CanShowFashionWeapon((int)m_uAttackType, m_iFashionWeaponType) &&
m_aEquips[(int)IndexOfIteminEquipmentInventory.EQUIPIVTR_FASHION_WEAPON] != 0)
{
weapon_type = (EC_Utility.BinaryEquals(m_iFashionWeaponType, DEFAULT_ACTION_TYPE) || !IsWeaponAttached())
? 10
: m_iFashionWeaponType;
}
else
{
weapon_type = (EC_Utility.BinaryEquals(m_uAttackType, DEFAULT_ACTION_TYPE) || !IsWeaponAttached()) ? 10 : (int)m_uAttackType;
}
return weapon_type;
}
public bool IsWeaponAttached()
{
return m_bWeaponAttached;
}
bool AttachWeapon(){
bool result = (false);
/*while (GetPlayerModel() && (GetLeftHandWeapon() || GetRightHandWeapon())){
A3DSkinModel *pSkinModel = GetPlayerModel()->GetA3DSkinModel();
if (!pSkinModel ||
!pSkinModel->GetSkeleton()){
break;
}
if (!pSkinModel->GetSkeletonHook(GetLeftWeaponHookPos(m_weaponHangerPos),true) ||
!pSkinModel->GetSkeletonHook(GetRightWeaponHookPos(m_weaponHangerPos),true)){
break;
}
if (GetLeftHandWeapon()){
GetPlayerModel()->AddChildModel(
_left_hand_weapon,
false,
GetLeftWeaponHookPos(m_weaponHangerPos),
GetLeftHandWeapon(),
GetLeftWeaponOwnHookPos(GetLeftHandWeapon()));
}
if (GetRightHandWeapon()){
GetPlayerModel()->AddChildModel(
_right_hand_weapon,
false,
GetRightWeaponHookPos(m_weaponHangerPos),
GetRightHandWeapon(),
GetRightWeaponOwnHookPos(GetRightHandWeapon()));
}
ALog log;
log.Init("EC.log", "My Application Log");
// Anywhere in your code where you want to see the call flow:
log.Log("[HoangDev]Checking execution flow at this point:");
log.LogStackTrace();
log.Release();
m_bWeaponAttached = true;
result = true;
break;
}*/
m_bWeaponAttached = true;
result = true;
return result;
}
public bool InFashionMode()
{
return m_bFashionMode;
}
public bool CanShowFashionWeapon(int weapon_type, int fashion_weapon_type)
{
return IsFashionWeaponTypeFit(weapon_type, fashion_weapon_type) && InFashionMode();
}
public bool IsFashionWeaponTypeFit(int weapon_type, int fashion_weapon_type)
{
if (fashion_weapon_type < 0 || fashion_weapon_type >= NUM_WEAPON_TYPE) return false;
FASHION_WEAPON_CONFIG? pConfig = GetFashionConfig();
if (null == pConfig)
{
BMLogger.LogError("CECPlayer::GetFashionConfig, Failed to load fashion weapon config");
return false;
}
int fashion_weapon_mask = (int)pConfig.Value.action_mask[fashion_weapon_type];
return (fashion_weapon_mask & (1 << GetWeaponType(weapon_type))) != 0;
}
public FASHION_WEAPON_CONFIG GetFashionConfig()
{
FASHION_WEAPON_CONFIG? pFashionConfig = null;
if (null == pFashionConfig)
{
elementdataman pDataMan = ElementDataManProvider.GetElementDataMan();
DATA_TYPE DataType = DATA_TYPE.DT_FASHION_WEAPON_CONFIG;
uint tid = pDataMan.get_id_with_data_type(ID_SPACE.ID_SPACE_CONFIG, DataType);
if (tid != 0)
{
pFashionConfig =
(FASHION_WEAPON_CONFIG)pDataMan.get_data_ptr(tid, ID_SPACE.ID_SPACE_CONFIG, ref DataType);
BMLogger.LogError($"HoangDev : get_data_ptr {pFashionConfig.GetType()}");
}
}
return pFashionConfig.Value;
}
public int GetSelectedTarget()
{
return m_idSelTarget;
}
public float GetTouchRadius()
{
return m_fTouchRad;
}
// Is player in battle
public bool IsInBattle()
{
return m_iBattleCamp != Player_camp_in_battle.GP_BATTLE_CAMP_NONE;
}
// Check whether specified npc in a same battle camp
public bool InSameBattleCamp(CECNPC pNPC)
{
if (!pNPC || m_iBattleCamp == Player_camp_in_battle.GP_BATTLE_CAMP_NONE ||
(m_iBattleCamp == Player_camp_in_battle.GP_BATTLE_CAMP_INVADER && !pNPC.IsInBattleInvaderCamp()) ||
(m_iBattleCamp == Player_camp_in_battle.GP_BATTLE_CAMP_DEFENDER && !pNPC.IsInBattleDefenderCamp()))
return false;
return true;
}
public const uint DEFAULT_ACTION_TYPE = 0xFFFFFFFF;
public static int GetWeaponType(int iWeaponType)
{
return iWeaponType == DEFAULT_ACTION_TYPE ? 10 : iWeaponType;
}
public bool IsInFactionPVP() => (m_factionPVPMask & 0x01) != 0;
public bool CanAttackFactionPVPMineCar() => (m_factionPVPMask & 0x02) != 0;
public bool CanAttackFactionPVPMineBase() => (m_factionPVPMask & 0x04) != 0;
public int GetLevelUpExp(int iLevel)
{
return _player_levelup_exp.exp[iLevel - 1];
//return iLevel * iLevel * 500;
}
// Get basic properties
public ROLEBASICPROP GetBasicProps()
{
return m_BasicProps;
}
public override void TurnFaceTo(int idTarget, float dwTime = 200)
{
if (idTarget != 0)
{
if (idTarget == GetCharacterID())
{
return;
}
if (IsWorkMoveRunning() /*&& !IsPlayingCastingSkillAndMoveActions()*/)
{
// ÒÆ¶¯Ê±Ò»°ãÓ¦ÃæÏòÒÆ¶¯·½Ïò¡¢Ö»ÔÚÒÆ¶¯Ê©·¨ÖвÅתÏò
return;
}
}
var target = EC_ManMessageMono.Instance?.GetObject(idTarget, 0)?.gameObject.transform;
if (target == null)
{
BMLogger.LogError("HoangDev: ko có transform ");
return;
}
Vector3 direction = (target.position - transform.position).normalized;
direction.y = 0f;
int turnSpeed = 5;
if (direction.sqrMagnitude > 0.001f)
{
// Tạo rotation mới hướng tới target
Quaternion targetRotation = Quaternion.LookRotation(direction, Vector3.up);
// Xoay mượt từ rotation hiện tại sang rotation mục tiêu
transform.rotation = Quaternion.Slerp(
transform.rotation,
targetRotation,
Time.deltaTime * turnSpeed
);
}
}
public virtual bool IsWorkMoveRunning()
{
return false;
}
/* public bool IsPlayingCastingSkillAndMoveActions()
{
return IsPlayingCastingSkillAction() && IsPlayingMoveAction();
}
public bool IsPlayingCastingSkillAction()
{
return m_pActionController ? m_pActionController.IsPlayingCastingSkillAction() : false;
}
bool IsPlayingMoveAction()
{
return m_pActionController ? m_pActionController.IsPlayingMoveAction() : false;
}*/
public int GetMoveStandAction(bool bMove, bool bFight = false)
{
int iMoveEnv = m_iMoveEnv;
//if (m_AttachMode != enumAttachNone)
//{
// bFight = false;
// if (m_bHangerOn)
// iMoveEnv = MOVEENV_GROUND;
//}
int iAction = (int)PLAYER_ACTION_TYPE.ACT_STAND;
if (bMove)
{
// Play appropriate actions
if (iMoveEnv == (int)MoveEnvironment.MOVEENV_GROUND)
{
if (m_bWalkRun)
iAction = (int)PLAYER_ACTION_TYPE.ACT_RUN;
else
iAction = (int)PLAYER_ACTION_TYPE.ACT_WALK;
}
//else if (iMoveEnv == MOVEENV_AIR)
//{
// //if (/*UsingWing()*/ m_wingType == WINGTYPE_WING)
// // iAction = ACT_FLY;
// //else
// // iAction = ACT_FLY_SWORD;
//}
//else if (iMoveEnv == MOVEENV_WATER)
//{
// //if (CanCombineWithMoveForSkill())
// //{
// // iAction = ACT_SWIM_FOR_MOVESKILL;
// //}
// //else
// //{
// // iAction = ACT_SWIM;
// //}
//}
}
else
{
// Play appropriate actions
if (iMoveEnv == (int)MoveEnvironment.MOVEENV_GROUND)
{
if (bFight)
iAction = (int)PLAYER_ACTION_TYPE.ACT_FIGHTSTAND;
else
iAction = (int)PLAYER_ACTION_TYPE.ACT_STAND;
}
//else if (iMoveEnv == MOVEENV_AIR)
//{
// if (/*UsingWing()*/ m_wingType == WINGTYPE_WING)
// iAction = ACT_HANGINAIR;
// else
// iAction = ACT_HANGINAIR_SWORD;
//}
//else if (iMoveEnv == MOVEENV_WATER)
// iAction = ACT_HANGINWATER;
}
return iAction;
}
public void Damaged(int nDamage, uint dwModifier = 0, int skill = 0)
{
BMLogger.LogError($"HoangDev: Damaged nDamage={nDamage} ");
if (nDamage == -2)
{
// this message is caused by a help skill, so don't use a wounded action here
/* if (dwModifier & CECAttackEvent::MOD_IMMUNE)
BubbleText(BUBBLE_IMMUNE, 0);
else if (dwModifier & CECAttackEvent::MOD_NULLITY)
BubbleText(BUBBLE_INVALIDHIT, 0);
else if (dwModifier & CECAttackEvent::MOD_DODGE_DEBUFF)
BubbleText(BUBBLE_DODGE_DEBUFF, 0);*/
}
else if (nDamage == -1)
{
// when else player hit this player iDamage is -1,
// Just play a wounded action
if (!OnDamaged(skill))
{
PlayAction((int)PLAYER_ACTION_TYPE.ACT_WOUNDED);
}
/*if (dwModifier & CECAttackEvent::MOD_IMMUNE)
BubbleText(BUBBLE_IMMUNE, 0);
else if (dwModifier & CECAttackEvent::MOD_NULLITY)
BubbleText(BUBBLE_INVALIDHIT, 0);
else if (dwModifier & CECAttackEvent::MOD_DODGE_DEBUFF)
BubbleText(BUBBLE_DODGE_DEBUFF, 0);*/
}
else
{
// Popup a damage decal
if (nDamage > 0)
{
int p1 = 0;
/*if (dwModifier & CECAttackEvent::MOD_CRITICAL_STRIKE)
p1 |= 0x0001;
if (dwModifier & CECAttackEvent::MOD_RETORT)
p1 |= 0x0002;*/
if (!OnDamaged(skill))
PlayAction((int)PLAYER_ACTION_TYPE.ACT_WOUNDED);
DamageTextManager.Instance.ShowDamageText(
transform.position, nDamage, Color.yellow, 1.0f);
/* if (dwModifier & CECAttackEvent::MOD_IMMUNE)
BubbleText(BUBBLE_IMMUNE, 0);
else if (dwModifier & CECAttackEvent::MOD_REBOUND)
BubbleText(BUBBLE_REBOUND, nDamage);
else if (dwModifier & CECAttackEvent::MOD_BEAT_BACK)
BubbleText(BUBBLE_BEAT_BACK, nDamage);
else
BubbleText(BUBBLE_DAMAGE, nDamage, p1);*/
}
/* else if (dwModifier & CECAttackEvent::MOD_IMMUNE)
BubbleText(BUBBLE_IMMUNE, 0);
else if (dwModifier & CECAttackEvent::MOD_NULLITY)
BubbleText(BUBBLE_INVALIDHIT, 0);
else
BubbleText(BUBBLE_HITMISSED, 0);*/
}
}
public bool OnDamaged(int skill)
{
var atkMan = CECAttacksMan.Instance;
if (atkMan == null)
return false;
string name1, name2;
for (int i = 0; i < m_sciStateIDForStateAction.Length; i++)
{
/* if (atkMan.GetSkillStateActionName(skill, m_sciStateIDForStateAction[i], out name1, out name2))
{
m_SkillIDForStateAction = skill;
return true;
}*/
}
return false;
}
bool GetSkillStateActionName(int skill, int state, string name1, string name2)
{
/* for (int i = 0; i < (int)m_SkillStateActionVec.size(); i++)
{
if (m_SkillStateActionVec[i].skill == skill && m_SkillStateActionVec[i].state == state)
{
name1 = m_SkillStateActionVec[i].beHitAction;
name2 = m_SkillStateActionVec[i].stayDownAction;
return true;
}
}*/
return false;
}
public float GetGroundSpeed()
{
// return m_bWalkRun ? g_pGame.GetConfigs().GetHostRunSpeed() : m_ExtProps.mv.walk_speed;
return m_bWalkRun ? m_ExtProps.mv.run_speed : m_ExtProps.mv.walk_speed;
}
// Get move environment
public int GetMoveEnv()
{
return m_iMoveEnv;
}
public bool IsShapeChanged()
{
return m_iShape != 0;
}
public int GetWeaponID()
{
return m_aEquips[(int)IndexOfIteminEquipmentInventory.EQUIPIVTR_WEAPON] & 0xffff;
}
public bool IsAllResReady()
{
return (m_dwResFlags & (uint)PlayerResourcesReadyFlag.RESFG_ALL) == (uint)PlayerResourcesReadyFlag.RESFG_ALL;
}
// Get character ID
}
public struct PlayActionEvent
{
public string AnimationName;
public PlayActionEvent(string animationName)
{
this.AnimationName = animationName;
}
}
public class QueueActionEvent
{
public string AnimationName;
public Action<bool, CECAttackEvent> SetFlag;
public CECAttackEvent AttackEvent;
public bool IsHitAnim;
public QueueActionEvent(string animationName, Action<bool, CECAttackEvent> setFlag, bool isHitAnim,
CECAttackEvent attackEvent)
{
this.AnimationName = animationName;
SetFlag = setFlag;
IsHitAnim = isHitAnim;
AttackEvent = attackEvent;
}
public void SetData(string animationName, Action<bool, CECAttackEvent> setFlag, bool isHitAnim,
CECAttackEvent attackEvent)
{
this.AnimationName = animationName;
SetFlag = setFlag;
IsHitAnim = isHitAnim;
AttackEvent = attackEvent;
}
}
[Serializable]
public struct INFO
{
public int cid; // Character ID
public int crc_c; // customized data crc
public int crc_e; // Equipment data crc
public INFO(int cid, int crc_c, int crc_)
{
this.cid = cid;
this.crc_c = crc_c;
this.crc_e = crc_;
}
}
public enum PlayerResourcesReadyFlag
{
RESFG_SKELETON = 0x01,
RESFG_SKIN = 0x02,
RESFG_CUSTOM = 0x04,
RESFG_ASSEMBLED = 0x08,
RESFG_ALL = 0x0f,
};
public static class Duel_state // Duel state
{
public const int DUEL_ST_NONE = 0,
DUEL_ST_PREPARE = 1,
DUEL_ST_INDUEL = 2,
DUEL_ST_STOPPING = 3;
}
//// Move mode
//public static class Move_Mode
//{
// public const int MOVE_STAND = 0,
// MOVE_MOVE = 1, // Normal move, walk, run, swim or fly
// MOVE_JUMP = 2,
// MOVE_FREEFALL = 3,
// MOVE_SLIDE = 4;
//}