DOF/sqr/User/Asset/AssetManager.nut

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/*
文件名:AssetManager.nut
路径:User/Asset/AssetManager.nut
创建日期:2024-11-24 08:44
文件用途: 资源管理器
*/
class _AssetManager_ {
//角色列表
CharacterList = null;
//角色信息表
CharacterInfoList = null;
//地图列表
MapList = null;
//装备列表
EquipmentList = null;
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function InitMapList() {
MapList = ScriptData.GetFileData("map/map.lst", function(DataTable, Data) {
while (!Data.Eof()) {
local Key = Data.Get();
DataTable.rawset(Key, Data.Get());
}
if (_DEBUG_) print("加载地图List完成, 共" + DataTable.len() + "个");
});
}
function InitCharacter() {
CharacterList = ScriptData.GetFileData("character/character.lst", function(DataTable, Data) {
local dirpath = DataTable.filepath.slice(0, DataTable.filepath.lastfind("/") + 1);
while (!Data.Eof()) {
local Index = Data.Get();
local Path = Data.Get();
DataTable.rawset(Index, dirpath + Path.tolower());
}
if (_DEBUG_) print("加载角色List完成, 共" + DataTable.len() + "个");
});
CharacterInfoList = [];
foreach(Index, Path in CharacterList) {
if (Index == "filepath") continue;
local Info = ScriptData.GetFileData(Path, function(DataTable, Data) {
local dirpath = DataTable.filepath.slice(0, DataTable.filepath.lastfind("/") + 1);
while (!Data.Eof()) {
local Key = Data.Get();
if (Key == "[job]") {
DataTable.job <- Data.Get().slice(1, -1);
} else if (Key == "[growtype name]") {
DataTable.growtype <- array(6, {});
for (local i = 0; i< 5; i++) {
local name = Data.Get();
DataTable.growtype[i].name <- name;
}
}
//基础属性
else if (Key == "[HP MAX]]" || Key == "[MP MAX]]" || Key == "[physical attack]]" || Key == "[physical defense]]" || Key == "[magical attack]]" || Key == "[magical defense]]" || Key == "[inventory limit]]" || Key == "[MP regen speed]]" || Key == "[move speed]]" || Key == "[attack speed]]" || Key == "[cast speed]]" || Key == "[hit recovery]]" || Key == "[jump power]]" || Key == "[weight]]" || Key == "[jump speed]]") {
local RealKey = Key.slice(1, Key.len() - 1);
DataTable[RealKey] <- Data.Get().tofloat();
}
//基础Ani
else if (Key == "[waiting motion]" || Key == "[move motion]" || Key == "[sit motion]" || Key == "[damage motion 1]" || Key == "[damage motion 2]" || Key == "[down motion]" || Key == "[overturn motion]" || Key == "[jump motion]" || Key == "[jumpattack motion]" || Key == "[rest motion]" || Key == "[throw motion 1-1]" || Key == "[throw motion 1-2]" || Key == "[throw motion 2-1]" || Key == "[throw motion 2-2]" || Key == "[throw motion 3-1]" || Key == "[throw motion 3-2]" || Key == "[throw motion 4-1]" || Key == "[throw motion 4-2]" || Key == "[dash motion]" || Key == "[dashattack motion]" || Key == "[getitem motion]" || Key == "[buff motion]" || Key == "[simple rest motion]" || Key == "[simple move motion]" || Key == "[back motion]") {
local RealKey = Key.slice(1, Key.len() - 1);
DataTable[RealKey] <- dirpath + Data.Get().tolower();
}
//普攻Ani
else if (Key == "[attack motion]") {
DataTable.attack_motion <- [];
while (true) {
local Ret = Data.Get();
if (Ret == "[/attack motion]") break;
DataTable.attack_motion.append(dirpath + Ret.tolower());
}
}
//进阶Ani
else if (Key == "[etc motion]") {
DataTable.etc_motion <- [];
while (true) {
local Ret = Data.Get();
if (Ret == "[/etc motion]") break;
DataTable.etc_motion.append(dirpath + Ret.tolower());
}
}
//基础Atk
else if (Key == "[jumpattack info]" || Key == "[dashattack info]") {
local RealKey = Key.slice(1, Key.len() - 1);
DataTable[RealKey] <- (dirpath + Data.Get().tolower());
}
//普攻Atk
else if (Key == "[attack info]") {
DataTable.attack_info <- [];
while (true) {
local Ret = Data.Get();
if (Ret == "[/attack info]") break;
DataTable.attack_info.append(dirpath + Ret.tolower());
}
}
//进阶Atk
else if (Key == "[etc attack info]") {
DataTable.etc_attack_info <- [];
while (true) {
local Ret = Data.Get();
if (Ret == "[/etc attack info]") break;
DataTable.etc_attack_info.append(dirpath + Ret.tolower());
}
}
}
// print(DataTable);
if (_DEBUG_) print("初始化角色" + DataTable.job);
});
CharacterInfoList.push(Info);
}
}
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function InitEquipmentList() {
EquipmentList = ScriptData.GetFileData("equipment/equipment.lst", function(DataTable, Data) {
while (!Data.Eof()) {
local Key = Data.Get();
DataTable.rawset(Key, Data.Get());
}
if (_DEBUG_) print("加载装备List完成, 共" + DataTable.len() + "个");
});
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}
constructor() {
//初始化地图列表
InitMapList();
//初始化角色
InitCharacter();
//初始化装备列表
InitEquipmentList();
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getroottable().AssetManager <- this;
}
//Public::
//获取装备信息
function GetEquipment(Idx) {
//如果没有这件装备则返回
if (!(EquipmentList.rawin(Idx))) return;
local Path = EquipmentList[Idx];
local m_data = ScriptData.GetFileData("equipment/" + Path, function(DataTable, Data) {
DataTable.DirPath <- DataTable.filepath.slice(0, DataTable.filepath.lastfind("/") + 1);
while (!Data.Eof()) {
local Pack = Data.Get();
//名称 grade 套装Id
if (Pack == "[name]" || Pack == "[part set index]" || Pack == "[grade]" || Pack == "[minimum level]") {
local RealKey = Pack.slice(1, -1);
DataTable[RealKey] <- Data.Get();
}
//适用角色
else if (Pack == "[usable job]") {
DataTable.usable_job <- [];
while (true) {
local Ret = Data.Get();
if (Ret == "[/usable job]") break;
DataTable.usable_job.append(Ret.slice(1, -1).tolower());
}
}
//图标
else if (Pack == "[icon]") {
DataTable.icon <- {};
local Ret = Data.Get();
DataTable.icon.path <- Ret.tolower();
Ret = Data.Get();
DataTable.icon.index <- Ret.tointeger();
}
//装备类型
else if (Pack == "[equipment type]") {
DataTable.type <- {};
local Ret = Data.Get();
DataTable.type.path <- Ret.tolower().slice(1, -1);
Ret = Data.Get();
DataTable.type.index <- Ret.tointeger();
}
//Ani
else if (Pack == "[animation job]") {
local Job = Data.Get().slice(1, -1);
if (!(DataTable.rawin("Ani"))) DataTable["Ani"] <- {};
DataTable["Ani"]["Ani_" + Job] <- {};
Data.Get();
local Index1 = Data.Get();
local Index2 = Data.Get();
DataTable["Ani"]["Ani_" + Job].variation <- [Index1, Index2];
DataTable["Ani"]["Ani_" + Job].layer_variation <- [];
while (true) {
local Ret = Data.Get();
if (Ret == "[animation job]" || (endswith(Ret, "]") && Ret != "[equipment ani script]" && Ret != "[layer variation]")) {
Data.Pos--;
break;
} else if (Ret == "[layer variation]") {
local InfoBuf = {};
InfoBuf.Zorder <- Data.Get();
InfoBuf.Path <- Data.Get();
DataTable["Ani"]["Ani_" + Job].layer_variation.append(InfoBuf);
}
}
}
}
});
return m_data;
}
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}