/
ModelRule.cpp
160 lines (148 loc) · 3.79 KB
/
ModelRule.cpp
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#include "ModelRule.h"
#include "BaseDataManager.h"
#include "SkillRule.h"
bool ModelRule::init()
{
//lastId = -1;
//mainDic = NULL;
return true;
}
string ModelRule::getModelFrameNameByModelId(int modelId,RoleStatus status,bool containPng)
{
string result = Value(modelId).asString();
switch (status) {
case RoleStatusStand:
result += "_stand";
break;
case RoleStatusWalk:
result += "_walk";
break;
case RoleStatusRun:
result += "_run";
break;
case RoleStatusAttack:
result += "_attack";
break;
case RoleStatusAttack_1:
result += "_attack_1";
break;
case RoleStatusAttack_2:
result += "_attack_2";
break;
case RoleStatusAttack_3:
result += "_attack_3";
break;
case RoleStatusAttack_4:
result += "_attack_4";
break;
case RoleStatusAttack_5:
result += "_attack_5";
break;
case RoleStatusHurt:
result += "_hurt";
break;
case RoleStatusDie:
result += "_die";
break;
case RoleStatusSkill:
result += "_skill";
break;
case RoleStatusAttackEffect:
result += "_attack_effect";
break;
case RoleStatusSkillEffect:
result += "_skill_effect";
break;
default:
break;
}
if(containPng){
return result + ".png";
}else{
return result;
}
}
//获取技能被击特效图片名
string ModelRule::getSkillHitFrameName(int skillId,bool containPng)
{
string result = Value(skillId).asString();
result += "_skill_hit";
if (containPng)
{
result += ".png";
}
return result;
}
string ModelRule::getModelFirstFrameNameByModelId(int modelId,RoleStatus status)
{
string result = getModelFrameNameByModelId(modelId,status);
result += "_0000.png";
return result;
}
//获取模型锚点
Vec2 ModelRule::getModelAnchorPoint(int modelId)
{
float _x = Value(getModelAttribute(modelId,"pointX")).asFloat();
float _y = Value(getModelAttribute(modelId,"pointY")).asFloat();
return Vec2(_x,_y);
}
string ModelRule::getModelAttribute(int modelId,const string& attributeName)
{
return getModelDic(modelId)[attributeName].asString();
}
ValueMap ModelRule::getModelDic(int modelId)
{
if (mainDic.empty())
{
mainDic = INSTANCE(BaseDataManager)->getXml(ModelConfigXml);
}
return mainDic[Value(modelId).asString()].asValueMap();
}
//获取模型路径
string ModelRule::getModelPath(int modelId)
{
string result("model/");
result += Value(modelId).asString();
return result+"/";
}
//获取模型技能特效锚点
Vec2 ModelRule::getModelSkillEffectAnchorPoint(int modelId)
{
float _x = Value(getModelAttribute(modelId,"skillpointX")).asFloat();
float _y = Value(getModelAttribute(modelId,"skillpointY")).asFloat();
return Vec2(_x,_y);
}
//获取模型普攻特效锚点
Vec2 ModelRule::getModelAttackEffectAnchorPoint(int modelId)
{
float _x = Value(getModelAttribute(modelId,"attackpointX")).asFloat();
float _y = Value(getModelAttribute(modelId,"attackpointY")).asFloat();
return Vec2(_x,_y);
}
//获取模型受击范围
Size ModelRule::getModelHurtSize(int modelId)
{
string temp = getModelAttribute(modelId,"size");
if (temp == "0")
{
return Size::ZERO;
}
vector<string> size = INSTANCE(BaseDataManager)->split(temp,"_");
return Size(Value(size[0]).asFloat(),Value(size[1]).asFloat());
}
//获取模型攻击范围
Size ModelRule::getModelAttackSize(int modelId)
{
string temp = getModelAttribute(modelId,"AttackSize");
if (temp == "0")
{
return Size::ZERO;
}
vector<string> size = INSTANCE(BaseDataManager)->split(temp,"_");
return Size(Value(size[0]).asFloat(),Value(size[1]).asFloat());
}
//获取技能被击特效锚点
Vec2 ModelRule::getSkillHitAnchorPoint(int skillId)
{
return INSTANCE(SkillRule)->getSkillHitAnchorPoint(skillId);
}