143 lines
2.6 KiB
Lua
143 lines
2.6 KiB
Lua
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local phaseBase = require_ex('Phase/Core/PhaseBase')
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local PHASE_ID = PhaseId.WorldEnergyPointEntry
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PhaseWorldEnergyPointEntry = HL.Class('PhaseWorldEnergyPointEntry', phaseBase.PhaseBase)
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PhaseWorldEnergyPointEntry.m_gameGroupId = HL.Field(HL.String) << ""
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PhaseWorldEnergyPointEntry.m_blendCamCfg = HL.Field(CS.Beyond.Gameplay.RelativeCameraBlendConfig)
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PhaseWorldEnergyPointEntry.s_messages = HL.StaticField(HL.Table) << {
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[MessageConst.OPEN_WORLD_ENERGY_POINT_ENTRY] = { 'OpenWorldEnergyPointEntry', false },
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[MessageConst.ON_WORLD_ENERGY_POINT_START] = { 'CloseWorldEnergyPointEntry', true}
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}
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PhaseWorldEnergyPointEntry.OpenWorldEnergyPointEntry = HL.StaticMethod(HL.Table) << function(args)
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PhaseManager:OpenPhase(PHASE_ID, args)
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end
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PhaseWorldEnergyPointEntry._OnInit = HL.Override() << function(self)
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PhaseWorldEnergyPointEntry.Super._OnInit(self)
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end
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PhaseWorldEnergyPointEntry.PrepareTransition = HL.Override(HL.Number, HL.Boolean, HL.Opt(HL.Number)) << function(self, transitionType, fastMode, anotherPhaseId)
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end
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PhaseWorldEnergyPointEntry._DoPhaseTransitionIn = HL.Override(HL.Boolean, HL.Opt(HL.Table)) << function(self, fastMode, args)
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local gameGroupId, blendCamCfg = unpack(self.arg)
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if blendCamCfg then
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GameAction.BlendToRelativeCamera(blendCamCfg)
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end
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self.m_gameGroupId = gameGroupId
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self.m_blendCamCfg = blendCamCfg
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end
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PhaseWorldEnergyPointEntry._DoPhaseTransitionOut = HL.Override(HL.Boolean, HL.Opt(HL.Table)) << function(self, fastMode, args)
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if not self.m_blendCamCfg then
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return
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end
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local hasCameraCfg, cameraCfg = DataManager.relativeCameraConfigs:TryGetValue(self.m_blendCamCfg.configId)
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local blendOutDuration = 0.5
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if hasCameraCfg then
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blendOutDuration = cameraCfg.tweenTime
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end
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CS.Beyond.Gameplay.View.CameraUtils.DoCommonTempBlendOut(blendOutDuration)
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end
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PhaseWorldEnergyPointEntry._DoPhaseTransitionBehind = HL.Override(HL.Boolean, HL.Opt(HL.Table)) << function(self, fastMode, args)
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end
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PhaseWorldEnergyPointEntry._DoPhaseTransitionBackToTop = HL.Override(HL.Boolean, HL.Opt(HL.Table)) << function(self, fastMode, args)
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end
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PhaseWorldEnergyPointEntry._OnActivated = HL.Override() << function(self)
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end
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PhaseWorldEnergyPointEntry._OnDeActivated = HL.Override() << function(self)
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end
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PhaseWorldEnergyPointEntry._OnDestroy = HL.Override() << function(self)
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PhaseWorldEnergyPointEntry.Super._OnDestroy(self)
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end
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PhaseWorldEnergyPointEntry.CloseWorldEnergyPointEntry = HL.Method() << function(self)
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PhaseManager:PopPhase(PHASE_ID)
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end
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HL.Commit(PhaseWorldEnergyPointEntry)
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