add game&rawdata
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99
gamedata/scripts/ce_switcher.script
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99
gamedata/scripts/ce_switcher.script
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function _printf(ss)
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--if editor() == false then
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-- printf(ss)
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--end
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end
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-- -i -noprefetch -ltx user_andy.ltx -external -start server(andy_test_switch/single) client(localhost)
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--client entity
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class "ce_switcher" (CGameObject)
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function ce_switcher:__init() super()
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self.m_state = 0
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_printf("ce_switcher:__init() is called (%d)",self.m_state)
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end
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function ce_switcher:SetState(s)
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if self.m_state == s then
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return
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end
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local old = self.m_state
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self.m_state = s
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self:OnStateChanged(old, self.m_state)
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end
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function ce_switcher:GetState()
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return self.m_state;
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end
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function ce_switcher:PlayAnim(anim_name)
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local visual = self:Visual()
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local ska = visual:dcast_PKinematicsAnimated()
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ska:PlayCycle(anim_name)
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end
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function ce_switcher:Load(section)
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CGameObject.Load(self, section)
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end
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function ce_switcher:shedule_Update(dt)
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CGameObject.shedule_Update(self,dt)
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end
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function ce_switcher:net_Export(packet)
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_printf("ce_switcher:net_Export called")
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CGameObject.net_Export(self, packet)
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packet:w_u32(self.m_state)
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_printf("ce_switcher:net_Export done")
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end
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function ce_switcher:net_Import(packet)
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_printf("ce_switcher:net_Import called")
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CGameObject.net_Import(self, packet)
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self.m_state = packet:r_u32()
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_printf("ce_switcher:net_Import done")
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end
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function ce_switcher:net_Spawn(se_object)
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_printf("ce_switcher:net_Spawn called")
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CGameObject.net_Spawn(self, se_object)
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self.m_state = se_object.m_state
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local anm = se_object:getStartupAnimation()
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self:PlayAnim(anm)
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self:setVisible(1)
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self:setEnabled(1)
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_printf("ce_switcher:net_Spawn done")
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return true;
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end
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function ce_switcher:net_Destroy()
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CGameObject.net_Destroy(self)
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end
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function ce_switcher:OnStateChanged(old_state, new_state)
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if new_state==0 then
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self:PlayAnim("idle")
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end
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if new_state==1 then
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self:PlayAnim("idle_on")
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end
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end
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function ce_switcher:use(who)
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printf("----ce_switcher used " )
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if self.m_state==0 then
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self:SetState(1)
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else
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self:SetState(0)
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end
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return true;
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end
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