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			12 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
		
		
			
		
	
	
			307 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
|  | /* | ||
|  | 文件名:Animation.nut | ||
|  | 路径:User/Asset/Character/Animation.nut | ||
|  | 创建日期:2024-12-12	16:43 | ||
|  | 文件用途: | ||
|  | */ | ||
|  | class Character_Animation extends Actor { | ||
|  | 
 | ||
|  |     //角色对象 | ||
|  |     Parent = null; | ||
|  |     //当前动画组 | ||
|  |     CurrentAni = null; | ||
|  | 
 | ||
|  |     //等待Ani | ||
|  |     WaitingAni = null; | ||
|  |     //移动Ani | ||
|  |     MoveAni = null; | ||
|  |     //蹲下Ani | ||
|  |     SitAni = null; | ||
|  |     //受伤Ani | ||
|  |     DamageAni1 = null; | ||
|  |     DamageAni2 = null; | ||
|  |     //倒地Ani | ||
|  |     DownAni = null; | ||
|  |     //被击后退Ani | ||
|  |     OverturnAni = null; | ||
|  |     //跳跃Ani | ||
|  |     JumoAni = null; | ||
|  |     //跳跃攻击Ani | ||
|  |     JumpAttackAni = null; | ||
|  |     //站立Ani | ||
|  |     RestAni = null; | ||
|  |     //引导Ani | ||
|  |     ThrowAni1_1 = null; | ||
|  |     ThrowAni1_2 = null; | ||
|  |     ThrowAni2_1 = null; | ||
|  |     ThrowAni2_2 = null; | ||
|  |     ThrowAni3_1 = null; | ||
|  |     ThrowAni3_2 = null; | ||
|  |     ThrowAni4_1 = null; | ||
|  |     ThrowAni4_2 = null; | ||
|  |     //奔跑Ani | ||
|  |     DashAni = null; | ||
|  |     //奔跑攻击Ani | ||
|  |     DashAttackAni = null; | ||
|  |     //拾取Ani | ||
|  |     GetItemAni = null; | ||
|  |     //释放BUFFAni | ||
|  |     BuffAni = null; | ||
|  |     //普通攻击Ani | ||
|  |     AttackAni = null; | ||
|  | 
 | ||
|  |     constructor() { | ||
|  |         base.constructor(); | ||
|  | 
 | ||
|  |     } | ||
|  | 
 | ||
|  |     //同步单部位动画 | ||
|  |     function SyncAnimationBySlot(Type, AniObj, Src) { | ||
|  | 
 | ||
|  |         this[AniObj][Type] <- []; | ||
|  | 
 | ||
|  |         //如果有时装就初始化Ani | ||
|  |         //除了皮肤 在没有的情况下初始化0 | ||
|  |         if (Type == "skin") { | ||
|  |             local variation = [0, 0]; | ||
|  |             //如果存在皮肤就读取variation | ||
|  |             if (Parent[Type] != null) { | ||
|  |                 local AvaInfo = Parent[Type]; | ||
|  |                 local JobInfo = AvaInfo["Animation_Job"]["Ani_" + Parent.Info["job"]]; | ||
|  |                 variation = JobInfo["variation"]; | ||
|  |             } | ||
|  |             local BufInfo = sq_DeepCopy(ScriptData.GetAni(Src)); | ||
|  |             local Ao = { | ||
|  |                 ImgVariation = variation, | ||
|  |                 ImgFormat = function(ImgPath) { | ||
|  |                     if (ImgVariation[0] > 0) { | ||
|  |                         local Pos = ImgPath.find("%04d"); | ||
|  |                         ImgPath = ImgPath.slice(0, Pos) + "%02d%02d" + ImgPath.slice(Pos + 4); | ||
|  |                         return format(ImgPath, ImgVariation[0], ImgVariation[1]); | ||
|  |                     } else { | ||
|  |                         return format(ImgPath, ImgVariation[1]); | ||
|  |                     } | ||
|  |                 } | ||
|  |             } | ||
|  |             local SkinAni = Animation(BufInfo, Ao); | ||
|  |             //如果是皮肤Ani 绑定状态机 确保唯一性 | ||
|  |             SkinAni.BindenvStateMachine(Parent.StateMachine); | ||
|  |             //将Ani类型设置为皮肤 | ||
|  |             SkinAni.Type = "skin"; | ||
|  |             //加入组 | ||
|  |             this[AniObj][Type].append(SkinAni); | ||
|  |         } else { | ||
|  |             //先判断类型 | ||
|  |             if (Parent[Type] != null) { | ||
|  |                 local AvaInfo = Parent[Type]; | ||
|  |                 if (AvaInfo) { | ||
|  |                     local JobInfo = AvaInfo["Animation_Job"]["Ani_" + Parent.Info["job"]]; | ||
|  |                     foreach(_index, value in JobInfo["layer_variation"]) { | ||
|  |                         local BufInfo = sq_DeepCopy(ScriptData.GetAni(AvaInfo["DirPath"] + value["Path"] + Src.slice(Src.lastfind("/")))); | ||
|  |                         local Ao = { | ||
|  |                             ImgVariation = JobInfo["variation"], | ||
|  |                             ImgFormat = function(ImgPath) { | ||
|  |                                 return format(ImgPath, ImgVariation[0], ImgVariation[1]); | ||
|  |                             } | ||
|  |                         } | ||
|  |                         local AniBuf = Animation(BufInfo, Ao); | ||
|  |                         //设置Ani类型 | ||
|  |                         AniBuf.Type = Type; | ||
|  |                         AniBuf.SetZOrder(value["Zorder"]); | ||
|  |                         this[AniObj][Type].append(AniBuf); | ||
|  |                     } | ||
|  |                 } | ||
|  |             } | ||
|  |         } | ||
|  | 
 | ||
|  |         return this[AniObj][Type]; | ||
|  |     } | ||
|  | 
 | ||
|  |     //读取并设置Ani | ||
|  |     function ReadAndSetAni(AniObj, Src, SlotType) { | ||
|  |         //从父对象 也就是角色对象取得Info | ||
|  |         local Info = Parent.Info; | ||
|  |         //如果有这个标签Ani则初始化 获取ani路径 | ||
|  |         if (Info.rawin(Src)) Src = Info[Src]; | ||
|  |         else return; | ||
|  | 
 | ||
|  |         //如果不存在则构造 | ||
|  |         if (this[AniObj] == null) this[AniObj] = {}; | ||
|  | 
 | ||
|  |         //如果没有传递装备类型就初始化所有 | ||
|  |         if (!SlotType) { | ||
|  |             foreach(Type in getconsttable().AvatarType) { | ||
|  |                 SyncAnimationBySlot(Type, AniObj, Src); | ||
|  |             } | ||
|  |         } | ||
|  |         //否则只初始化这一件装备的 | ||
|  |         else { | ||
|  |             //记录当前皮肤Ani的时间 确保唯一性 | ||
|  |             local AniTime = 0; | ||
|  |             if (this.CurrentAni) AniTime = this.CurrentAni["skin"][0].CurrentIndexT; | ||
|  |             //记录当前皮肤Ani的帧 确保唯一性 | ||
|  |             local AniFrameIndex = 0; | ||
|  |             if (this.CurrentAni) AniFrameIndex = this.CurrentAni["skin"][0].CurrentFrameIndex; | ||
|  |             //如果当前播放Ani是 构造的Ani 则移除 并清空 | ||
|  |             if (this.CurrentAni == this[AniObj]) { | ||
|  |                 foreach(AniBuf in this.CurrentAni[SlotType]) { | ||
|  |                     AniBuf.RemoveSelf(); | ||
|  |                 } | ||
|  |             } | ||
|  |             SyncAnimationBySlot(SlotType, AniObj, Src); | ||
|  |             //如果当前播放Ani是 构造的Ani | ||
|  |             if (this.CurrentAni == this[AniObj]) { | ||
|  |                 //添加Ani 并设置为当前皮肤Ani的时间 | ||
|  |                 foreach(AniBuf in this.CurrentAni[SlotType]) { | ||
|  |                     //一定要先添加 否则会导致动画时间混乱因为被添加时会刷新到0帧 | ||
|  |                     Addchild(AniBuf); | ||
|  |                     AniBuf.CurrentIndexT = AniTime; | ||
|  |                     AniBuf.FlushFrame(AniFrameIndex); | ||
|  |                 } | ||
|  |             } | ||
|  |         } | ||
|  |     } | ||
|  | 
 | ||
|  |     function ReadAndSetAttackAni() { | ||
|  |         local AttackAniArrSrc = Info["attack_motion"]; | ||
|  |         AttackAni = array(AttackAniArrSrc.len()); | ||
|  |         foreach(_Index, Path in AttackAniArrSrc) { | ||
|  |             local Src = Path; | ||
|  |             AttackAni[_Index] = []; | ||
|  |             foreach(Type in getconsttable().AvatarType) { | ||
|  |                 //如果有时装就初始化Ani | ||
|  |                 //除了皮肤 在没有的情况下初始化0 | ||
|  |                 if (Type == "skin") { | ||
|  |                     local SkinAni; | ||
|  |                     if (this[Type] == null) { | ||
|  |                         local BufInfo = sq_DeepCopy(ScriptData.GetAni(Src)); | ||
|  |                         local Ao = { | ||
|  |                             ImgVariation = [0, 0], | ||
|  |                             ImgFormat = function(ImgPath) { | ||
|  |                                 if (ImgVariation[0] > 0) { | ||
|  |                                     local Pos = ImgPath.find("%04d"); | ||
|  |                                     ImgPath = ImgPath.slice(0, Pos) + "%02d%02d" + ImgPath.slice(Pos + 4); | ||
|  |                                     return format(ImgPath, ImgVariation[0], ImgVariation[1]); | ||
|  |                                 } else { | ||
|  |                                     return format(ImgPath, ImgVariation[1]); | ||
|  |                                 } | ||
|  |                             } | ||
|  |                         } | ||
|  |                         SkinAni = Animation(BufInfo, Ao); | ||
|  |                     } else { | ||
|  |                         local AvaInfo = AssetManager.GetEquipment(this[Type]); | ||
|  |                         local JobInfo = AvaInfo["Ani"]["Ani_" + Info["job"]]; | ||
|  |                         local BufInfo = sq_DeepCopy(ScriptData.GetAni(Src)); | ||
|  |                         local Ao = { | ||
|  |                             ImgVariation = JobInfo["variation"], | ||
|  |                             ImgFormat = function(ImgPath) { | ||
|  |                                 return format(ImgPath, ImgVariation[0], ImgVariation[1]); | ||
|  |                             } | ||
|  |                         } | ||
|  |                         SkinAni = Animation(BufInfo, Ao); | ||
|  |                     } | ||
|  |                     //如果是皮肤Ani 绑定状态机 确保唯一性 | ||
|  |                     SkinAni.BindenvStateMachine(StateMachine); | ||
|  |                     //将Ani类型设置为皮肤 | ||
|  |                     SkinAni.Type = "skin"; | ||
|  |                     //加入组 | ||
|  |                     AttackAni[_Index].append(SkinAni); | ||
|  |                 } else { | ||
|  |                     if (this[Type] != null) { | ||
|  | 
 | ||
|  |                         local AvaInfo = AssetManager.GetEquipment(this[Type]); | ||
|  |                         local JobInfo = AvaInfo["Ani"]["Ani_" + Info["job"]]; | ||
|  |                         foreach(_index, value in JobInfo["layer_variation"]) { | ||
|  |                             local BufInfo = sq_DeepCopy(ScriptData.GetAni(AvaInfo["DirPath"] + value["Path"] + Src.slice(Src.lastfind("/")))); | ||
|  |                             local Ao = { | ||
|  |                                 ImgVariation = JobInfo["variation"], | ||
|  |                                 ImgFormat = function(ImgPath) { | ||
|  |                                     return format(ImgPath, ImgVariation[0], ImgVariation[1]); | ||
|  |                                 } | ||
|  |                             } | ||
|  |                             local AniBuf = Animation(BufInfo, Ao); | ||
|  |                             //设置Ani类型 | ||
|  |                             AniBuf.Type = Type; | ||
|  |                             AniBuf.SetZOrder(value["Zorder"]); | ||
|  |                             AttackAni[_Index].append(AniBuf); | ||
|  |                         } | ||
|  |                     } | ||
|  |                 } | ||
|  |             } | ||
|  |         } | ||
|  |     } | ||
|  | 
 | ||
|  |     //初始化 | ||
|  |     function Init(...) { | ||
|  |         local SlotType = false; | ||
|  |         if (vargv.len() > 0) SlotType = vargv[0]; | ||
|  |         //读取并设置 等待Ani | ||
|  |         ReadAndSetAni("WaitingAni", "waiting motion", SlotType); | ||
|  |         //读取并设置 移动Ani | ||
|  |         ReadAndSetAni("MoveAni", "move motion", SlotType); | ||
|  |         //读取并设置 蹲下Ani | ||
|  |         ReadAndSetAni("SitAni", "sit motion", SlotType); | ||
|  |         //读取并设置 受伤Ani | ||
|  |         ReadAndSetAni("DamageAni1", "damage motion 1", SlotType); | ||
|  |         //读取并设置 受伤Ani | ||
|  |         ReadAndSetAni("DamageAni2", "damage motion 2", SlotType); | ||
|  |         //读取并设置 倒地Ani | ||
|  |         ReadAndSetAni("DownAni", "down motion", SlotType); | ||
|  |         //读取并设置 被击后退Ani | ||
|  |         ReadAndSetAni("OverturnAni", "overturn motion", SlotType); | ||
|  |         //读取并设置 跳跃Ani | ||
|  |         ReadAndSetAni("JumoAni", "jump motion", SlotType); | ||
|  |         //读取并设置 跳跃攻击Ani | ||
|  |         ReadAndSetAni("JumpAttackAni", "jumpattack motion", SlotType); | ||
|  |         //读取并设置 站立Ani | ||
|  |         ReadAndSetAni("RestAni", "rest motion", SlotType); | ||
|  |         //读取并设置 引导Ani | ||
|  |         ReadAndSetAni("ThrowAni1_1", "throw motion 1-1", SlotType); | ||
|  |         ReadAndSetAni("ThrowAni1_2", "throw motion 1-2", SlotType); | ||
|  |         ReadAndSetAni("ThrowAni2_1", "throw motion 2-1", SlotType); | ||
|  |         ReadAndSetAni("ThrowAni2_2", "throw motion 2-2", SlotType); | ||
|  |         ReadAndSetAni("ThrowAni3_1", "throw motion 3-1", SlotType); | ||
|  |         ReadAndSetAni("ThrowAni3_2", "throw motion 3-2", SlotType); | ||
|  |         ReadAndSetAni("ThrowAni4_1", "throw motion 4-1", SlotType); | ||
|  |         ReadAndSetAni("ThrowAni4_2", "throw motion 4-2", SlotType); | ||
|  |         //读取并设置 奔跑Ani | ||
|  |         ReadAndSetAni("DashAni", "dash motion", SlotType); | ||
|  |         //读取并设置 奔跑攻击Ani | ||
|  |         ReadAndSetAni("DashAttackAni", "dashattack motion", SlotType); | ||
|  |         //读取并设置 拾取Ani | ||
|  |         ReadAndSetAni("GetItemAni", "getitem motion", SlotType); | ||
|  |         //读取并设置 释放BUFFAni | ||
|  |         ReadAndSetAni("BuffAni", "buff motion", SlotType); | ||
|  | 
 | ||
|  |         //读取并设置 AttackAni | ||
|  |         // ReadAndSetAttackAni(); | ||
|  |     } | ||
|  | 
 | ||
|  | 
 | ||
|  |     //设置Ani | ||
|  |     function SetAnimation(Ani) { | ||
|  |         //因为是Ani组所以要foreach调用 | ||
|  |         //如果已经有Ani了 | ||
|  |         if (CurrentAni) { | ||
|  |             //动作Ani组 | ||
|  |             foreach(AniGroup in CurrentAni) { | ||
|  |                 //槽类型动画 | ||
|  |                 foreach(AniObj in AniGroup) { | ||
|  |                     Removechild(AniObj); | ||
|  |                 } | ||
|  |             } | ||
|  |         } | ||
|  |         if (type(Ani) == "integer") { | ||
|  |             //TODO 进阶ANI | ||
|  |         } else { | ||
|  |             CurrentAni = this[Ani]; | ||
|  |         } | ||
|  |         //重置Ani 并添加子对象 | ||
|  |         foreach(AniGroup in CurrentAni) { | ||
|  |             foreach(AniObj in AniGroup) { | ||
|  |                 AniObj.Reset(); | ||
|  |                 Addchild(AniObj); | ||
|  |             } | ||
|  |         } | ||
|  |     } | ||
|  | } |