DOF/sqr/Core/BaseClass/AnimationClass/AnimationClass.nut

437 lines
15 KiB
Plaintext
Raw Normal View History

2024-12-11 15:08:57 +08:00
/*
文件名:AnimationClass.nut
路径:Core/BaseClass/AnimationClass/AnimationClass.nut
创建日期:2024-05-07 23:25
文件用途:动画类
*/
2025-01-03 19:49:49 +08:00
class Animation extends CL_SpriteObject {
2024-12-11 15:08:57 +08:00
//Ani是否可用
IsUsability = true;
//当前帧数
CurrentFrameIndex = 0;
2024-12-16 20:31:28 +08:00
//总帧数
TotalFrameIndex = 0;
2024-12-11 15:08:57 +08:00
//当前帧时间
CurrentIndexT = 0;
//当前帧
CurrentFrame = null;
2024-12-16 20:31:28 +08:00
//下帧延迟
NextFrameDelay = 9999999;
2025-02-20 13:53:36 +08:00
//染色Flag
DyeingFlag = false;
//插值模式
InterpolationFlag = null;
2024-12-11 15:08:57 +08:00
//状态机对象(只有存在时才有KeyFlag)
StateMachine = null;
//Ani的标签
AnimationFlag = null;
//帧对象数组
FrameArr = null;
//图片精灵帧对象
SpriteArr = null;
//Ani类型
Type = "normal";
2024-12-13 20:48:25 +08:00
//Ani路径
AniPath = null;
2024-12-11 15:08:57 +08:00
2025-01-03 19:49:49 +08:00
//是否描边
IsOutline = false;
//描边颜色
OutlineColor = null;
//描边对象List
OutlineList = null;
//当前描边对象
CurrentOutline = null;
2025-02-20 13:53:36 +08:00
//染色颜色
DyeColor = null;
//染色帧List
DyeFrameList = null;
//整体染色
DyeAllFlag = false;
//裁切数据
CropRect = null;
2025-01-03 19:49:49 +08:00
2024-12-11 15:08:57 +08:00
//附加选项
AdditionalOptions = null;
function _typeof() {
return "animation";
}
2024-12-11 15:08:57 +08:00
constructor(...) {
2024-12-13 20:48:25 +08:00
base.constructor();
2024-12-11 15:08:57 +08:00
//精灵帧数组
SpriteArr = [];
//帧数组
FrameArr = [];
2025-01-03 19:49:49 +08:00
//描边对象List
OutlineList = [];
2024-12-11 15:08:57 +08:00
//判断是否有特殊处理
if (vargv.len() > 1) {
AdditionalOptions = vargv[1];
}
//初始化数据
InitData(vargv[0]);
2025-02-20 13:53:36 +08:00
2024-12-11 15:08:57 +08:00
}
2024-12-13 20:48:25 +08:00
2024-12-11 15:08:57 +08:00
function InitData(Data) {
local Buf;
if (type(Data) == "table") {
Buf = Data;
}
//从PVF数据加载
else if (type(Data) == "string") {
Data = String.RegRealPath(Data);
Buf = sq_DeepCopy(ScriptData.GetAni(Data));
//还需要判断一下有没有als
local AlsBuf = ScriptData.GetFile(Data + ".als");
if (AlsBuf) {
local m_data = ScriptData.GetFileData(Data + ".als", function(DataTable, Data) {
local Anilist = {};
while (!Data.Eof()) {
local Pack = Data.Get();
if (Pack == "[use animation]") {
local AniPath = Data.Get();
local AniKey = Data.Get();
if (!(AniKey in Anilist))
Anilist[AniKey] <- {};
Anilist[AniKey].path <- AniPath;
} else if (Pack == "[none effect add]") {
local AniLayer = [Data.Get(), Data.Get()];
local AniKey = Data.Get();
if (!(AniKey in Anilist))
Anilist[AniKey] <- {};
Anilist[AniKey].layer <- AniLayer;
} else if (Pack == "[add]") {
local AniLayer = [Data.Get(), Data.Get()];
local AniKey = Data.Get();
if (!(AniKey in Anilist))
Anilist[AniKey] <- {};
Anilist[AniKey].layer <- AniLayer;
}
}
DataTable.Anilist <- Anilist;
DataTable.dirpath <- DataTable.filepath.slice(0, DataTable.filepath.lastfind("/") + 1);
});
foreach(Index, Info in m_data.Anilist) {
local anibuf = Animation(m_data.dirpath + Info.path.tolower());
anibuf.SetZOrder(Info.layer[1]);
Addchild(anibuf);
}
}
}
if (Buf) {
2024-12-13 20:48:25 +08:00
AniPath = Buf.filepath;
2024-12-11 15:08:57 +08:00
AnimationFlag = Buf.Flag;
FrameArr = Buf.Frame;
foreach(FrameObj in FrameArr) {
2025-01-03 19:49:49 +08:00
local SpriteFramebuf;
2024-12-17 09:40:49 +08:00
//img路径判空
if (FrameObj.Img_Path) {
//如果有附加处理 格式化
if (AdditionalOptions && AdditionalOptions.rawin("ImgFormat")) FrameObj.Img_Path = AdditionalOptions["ImgFormat"](FrameObj.Img_Path);
2024-12-11 15:08:57 +08:00
2025-01-03 19:49:49 +08:00
SpriteFramebuf = CL_SpriteFrameObject("sprite/" + FrameObj.Img_Path, FrameObj.Img_Index);
2024-12-11 15:08:57 +08:00
2024-12-17 09:40:49 +08:00
//坐标
2025-01-03 19:49:49 +08:00
SpriteFramebuf.SetPosition(FrameObj.Pos);
2024-12-17 09:40:49 +08:00
} else {
2025-01-03 19:49:49 +08:00
SpriteFramebuf = CL_SpriteFrameObject("sprite/interface/base.img", 0);
2024-12-17 09:40:49 +08:00
}
2024-12-11 15:08:57 +08:00
2025-01-03 19:49:49 +08:00
SpriteArr.append(SpriteFramebuf);
2024-12-11 15:08:57 +08:00
}
} else {
error("创建Ani失败,找不到Ani数据");
}
2024-12-13 20:48:25 +08:00
//初始化完毕 如果是第一次初始化 而非重新构造 设置大小为第0帧大小否则天空 地板等依靠大小的初始化会有问题
if (CurrentIndexT == 0) SetSize(SpriteArr[0].GetSize());
2024-12-16 20:31:28 +08:00
//记录总帧数
TotalFrameIndex = FrameArr.len();
2025-02-20 13:53:36 +08:00
DyeFrameList = array(TotalFrameIndex);
2024-12-11 15:08:57 +08:00
}
//被添加时 要刷新一下当前帧
function OnAddchild(Parent) {
base.OnAddchild(Parent);
2024-12-11 15:08:57 +08:00
FlushFrame(0);
}
//重置Ani
function Reset() {
IsUsability = true;
FlushFrame(0);
}
//赋予状态机
function BindenvStateMachine(gM) {
StateMachine = gM;
}
//获取当前帧信息
function GetCurrentFrameInfo() {
return FrameArr[CurrentFrameIndex];
}
2025-01-02 19:19:36 +08:00
//设置描边
function SetOutline(Flag, Color = 0xffffffff) {
2025-01-03 19:49:49 +08:00
IsOutline = Flag;
//如果是开启
if (Flag) {
//如果没有创建过描边对象就创建
if (OutlineList.len() == 0) {
foreach(FrameSf in SpriteArr) {
local OutlineCanvasObj = FrameSf.CreateOutLine(Color);
// OutlineCanvasObj.SetZOrder(-1);
// OutlineCanvasObj.SetPosition(-1, -1);
// OutlineCanvasObj.SetPosition(-FrameSf.GetSize().w / 2, -FrameSf.GetSize().h);
OutlineList.push(OutlineCanvasObj);
}
}
//先把当前帧的描边对象设置上
AddOutlineChild();
} else {
//移除当前描边对象
if (CurrentOutline) {
Removechild(CurrentOutline);
}
2025-01-02 19:19:36 +08:00
}
}
2025-02-20 13:53:36 +08:00
//设置整体染色
function SetDye(Color, Flag = 0) {
foreach(Index, FrameSf in SpriteArr) {
local DyeFrame = FrameSf.Dye(Color, Flag);
DyeFrameList[Index] = (DyeFrame);
}
DyeColor = Color;
DyeAllFlag = true;
}
//设置裁切
function SetCropRect(Parameter1, Parameter2, ...) {
if (vargv.len() == 0) {
local Point1 = Parameter1;
local Point2 = Parameter2;
CropRect = [Point1.x, Point1.y, Point2.x, Point2.y];
} else if (vargv.len() == 2) {
local X1 = Parameter1;
local Y1 = Parameter2;
local X2 = vargv[0];
local Y2 = vargv[1];
CropRect = [X1, Y1, X2, Y2];
}
}
2025-01-03 19:49:49 +08:00
//添加描边子对象
function AddOutlineChild() {
//如果有上一个描边对象先移除
if (CurrentOutline) {
Removechild(CurrentOutline);
}
//如果没有添加为子对象则添加
local OutlineCanvasObj = OutlineList[CurrentFrameIndex];
if (OutlineCanvasObj.Parent == null) {
CurrentOutline = OutlineCanvasObj;
Addchild(CurrentOutline);
}
}
2024-12-11 15:08:57 +08:00
function FlushFrame(Index) {
//同步当前帧
CurrentFrameIndex = Index;
2025-01-03 19:49:49 +08:00
2024-12-11 15:08:57 +08:00
//当前帧更换为本帧
CurrentFrame = SpriteArr[CurrentFrameIndex];
2025-02-20 13:53:36 +08:00
//如果是整体染色 则直接使用染色帧
if (DyeAllFlag) CurrentFrame = DyeFrameList[CurrentFrameIndex];
CurrentFrame.SetPosition(FrameArr[CurrentFrameIndex].Pos);
2025-01-03 19:49:49 +08:00
SetFrame(CurrentFrame);
2024-12-11 15:08:57 +08:00
2024-12-16 20:31:28 +08:00
local FrameInfo = FrameArr[CurrentFrameIndex];
local FlagBuf = FrameInfo.Flag;
NextFrameDelay = FrameInfo.Delay;
2024-12-11 15:08:57 +08:00
//关键帧
if ("SET_FLAG" in FlagBuf) {
if (StateMachine && StateMachine.State != -1) StateMachine.ChangeAniKeyFlag(FlagBuf.SET_FLAG);
}
//播放音效
if ("PLAY_SOUND" in FlagBuf) {
Sq_PlaySoundEffect(FlagBuf.PLAY_SOUND);
}
//缩放
if ("IMAGE_RATE" in FlagBuf) {
SetScale(FlagBuf.IMAGE_RATE.x, FlagBuf.IMAGE_RATE.y);
}
2025-01-03 19:49:49 +08:00
//线性减淡
2025-02-20 13:53:36 +08:00
if ("GRAPHIC_EFFECT_LINEARDODGE" in FlagBuf) {
2025-01-03 19:49:49 +08:00
SetMode(0);
}
2025-02-20 13:53:36 +08:00
//旋转
if ("IMAGE_ROTATE" in FlagBuf) {
SetRotation(FlagBuf.IMAGE_ROTATE);
}
//染色 在没有开启整体染色时才执行的逻辑
if (!DyeAllFlag) {
if ("RGBA" in FlagBuf) {
DyeingFlag = true;
if (!DyeFrameList[CurrentFrameIndex]) {
local RGBA_V = sq_RGBA(FlagBuf.RGBA[0], FlagBuf.RGBA[1], FlagBuf.RGBA[2], FlagBuf.RGBA[3]);
DyeFrameList[CurrentFrameIndex] = SpriteArr[CurrentFrameIndex].Dye(RGBA_V);
DyeFrameList[CurrentFrameIndex].SetPosition(FrameArr[CurrentFrameIndex].Pos);
}
CurrentFrame = DyeFrameList[CurrentFrameIndex];
SetFrame(CurrentFrame);
//设置透明度
SetOpacity(FlagBuf.RGBA[3].tofloat() / 250.0);
} else {
if (DyeingFlag) {
DyeingFlag = false;
//恢复透明度
SetOpacity(1.0);
}
}
}
//插值模式
if ("INTERPOLATION" in FlagBuf) {
//初始化插值数据
if (!InterpolationFlag) {
InterpolationFlag = [];
//旧插值数据
InterpolationFlag.push(sq_DeepCopy(FrameArr[CurrentFrameIndex]));
//新插值数据
InterpolationFlag.push(sq_DeepCopy(FrameArr[CurrentFrameIndex + 1]));
}
} else {
if (InterpolationFlag) {
InterpolationFlag = null;
}
}
2025-01-03 19:49:49 +08:00
//如果有描边
if (IsOutline) AddOutlineChild();
2024-12-11 15:08:57 +08:00
//Ani对象的大小同步为精灵帧对象的大小
if (CurrentFrame) SetSize(CurrentFrame.GetSize());
2025-02-20 13:53:36 +08:00
//裁切
if (CropRect) {
base.SetCropRect(CropRect[0], CropRect[1], CropRect[2], CropRect[3]);
//所有子对象裁切
foreach(Child in Children) {
Child.SetCropRect(CropRect[0], CropRect[1], CropRect[2], CropRect[3]);
}
}
}
function InterpolationLogic() {
if (!InterpolationFlag) return;
//插值倍率
local InterRate = Math.getUniformVelocity(0, 100, CurrentIndexT, NextFrameDelay).tofloat() / 100.0;
//旧插值数据
local OldData = InterpolationFlag[0];
//新插值数据
local NewData = InterpolationFlag[1];
//RGBA插值
{
local OldRgbaData = [255, 255, 255, 250];
local NewRgbaData = [255, 255, 255, 250];
if ("RGBA" in OldData.Flag) OldRgbaData = OldData.Flag.RGBA;
if ("RGBA" in NewData.Flag) NewRgbaData = NewData.Flag.RGBA;
local RgbaData = [
OldRgbaData[0] + (NewRgbaData[0] - OldRgbaData[0]) * InterRate,
OldRgbaData[1] + (NewRgbaData[1] - OldRgbaData[1]) * InterRate,
OldRgbaData[2] + (NewRgbaData[2] - OldRgbaData[2]) * InterRate,
OldRgbaData[3] + (NewRgbaData[3] - OldRgbaData[3]) * InterRate
];
// //设置染色
// DyeFrameList[CurrentFrameIndex] = CurrentFrame.Dye(sq_RGBA(RgbaData[0], RgbaData[1], RgbaData[2], RgbaData[3]));
// CurrentFrame = DyeFrameList[CurrentFrameIndex];
// CurrentFrame.SetPosition(FrameArr[CurrentFrameIndex].Pos);
// SetFrame(CurrentFrame);
//设置透明度
SetOpacity(RgbaData[3].tofloat() / 250.0);
};
//坐标
{
local PosData = {
x = OldData.Pos.x + (NewData.Pos.x - OldData.Pos.x) * InterRate,
y = OldData.Pos.y + (NewData.Pos.y - OldData.Pos.y) * InterRate
}
CurrentFrame.SetPosition(PosData);
SetFrame(CurrentFrame);
};
//缩放
{
local OldRateData = {
x = 1.0,
y = 1.0
};
local NewRateData = {
x = 1.0,
y = 1.0
};
if ("IMAGE_RATE" in OldData.Flag) OldRateData = OldData.Flag.IMAGE_RATE;
if ("IMAGE_RATE" in NewData.Flag) NewRateData = NewData.Flag.IMAGE_RATE;
local ScaleData = {
x = OldRateData.x + (NewRateData.x - OldRateData.x) * InterRate,
y = OldRateData.y + (NewRateData.y - OldRateData.y) * InterRate
}
SetScale(ScaleData);
}
//旋转
{
local OldRotateData = 0.0;
local NewRotateData = 0.0;
if ("IMAGE_ROTATE" in OldData.Flag) OldRotateData = OldData.Flag.IMAGE_ROTATE;
if ("IMAGE_ROTATE" in NewData.Flag) NewRotateData = NewData.Flag.IMAGE_ROTATE;
local RotateData = OldRotateData + (NewRotateData - OldRotateData) * InterRate;
SetRotation(RotateData);
}
2024-12-11 15:08:57 +08:00
}
//override
function OnUpdate(dt) {
//可用性检查
if (IsUsability) {
//累加当前帧时间
CurrentIndexT += dt;
2025-02-20 13:53:36 +08:00
//插值模式判断
InterpolationLogic();
2024-12-11 15:08:57 +08:00
//当前帧时间 超过 当前帧延迟就需要切换帧了
2024-12-16 20:31:28 +08:00
if (CurrentIndexT >= NextFrameDelay) {
2024-12-11 15:08:57 +08:00
CurrentIndexT = 0;
//如果当前帧小于总帧数就切换
2024-12-16 20:31:28 +08:00
if (CurrentFrameIndex<(TotalFrameIndex - 1)) {
2024-12-11 15:08:57 +08:00
FlushFrame(CurrentFrameIndex + 1);
}
//说明播放完毕了
else {
//如果有循环
if ("LOOP" in AnimationFlag) {
FlushFrame(0);
}
//没有循环触发状态机回调
else {
//将不再可用
IsUsability = false;
if (StateMachine && StateMachine.State != -1) StateMachine.ChangeAniEndFlag();
}
}
}
}
//Animation类下只会有精灵 因此不需要对子对象进行更新 还有可能有als 还得想办法优化
base.OnUpdate(dt);
2024-12-11 15:08:57 +08:00
}
}