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

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/*
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
*/
class Animation extends Actor {
//Ani是否可用
IsUsability = true;
//当前帧数
CurrentFrameIndex = 0;
//总帧数
TotalFrameIndex = 0;
//当前帧时间
CurrentIndexT = 0;
//当前帧
CurrentFrame = null;
//下帧延迟
NextFrameDelay = 9999999;
//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";
//Ani路径
AniPath = null;
//附加选项
AdditionalOptions = null;
function _typeof() {
return "animation";
}
constructor(...) {
base.constructor();
//精灵帧数组
SpriteArr = [];
//帧数组
FrameArr = [];
//判断是否有特殊处理
if (vargv.len() > 1) {
AdditionalOptions = vargv[1];
}
//初始化数据
InitData(vargv[0]);
}
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) {
AniPath = Buf.filepath;
AnimationFlag = Buf.Flag;
FrameArr = Buf.Frame;
foreach(FrameObj in FrameArr) {
local Spritebuf;
//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);
Spritebuf = CL_SpriteObject("sprite/" + FrameObj.Img_Path, FrameObj.Img_Index);
//线性减淡
if ("GRAPHIC_EFFECT_LINEARDODGE" in FrameObj.Flag) {
Spritebuf.SetMode(0);
}
//坐标
Spritebuf.SetPosition(FrameObj.Pos);
} else {
Spritebuf = CL_SpriteObject();
}
SpriteArr.append(Spritebuf);
}
} else {
error("创建Ani失败,找不到Ani数据");
}
//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());
//记录总帧数
TotalFrameIndex = FrameArr.len();
}
//被添加时 要刷新一下当前帧
function OnAddchild(Parent) {
base.OnAddchild(Parent);
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];
}
function FlushFrame(Index) {
//同步当前帧
CurrentFrameIndex = Index;
//移除上一帧
if (CurrentFrame) Removechild(CurrentFrame);
//当前帧更换为本帧
CurrentFrame = SpriteArr[CurrentFrameIndex];
Addchild(SpriteArr[CurrentFrameIndex]);
local FrameInfo = FrameArr[CurrentFrameIndex];
local FlagBuf = FrameInfo.Flag;
NextFrameDelay = FrameInfo.Delay;
//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);
}
//Ani对象的大小同步为精灵帧对象的大小
if (CurrentFrame) SetSize(CurrentFrame.GetSize());
}
//override
function OnUpdate(dt) {
//可用性检查
if (IsUsability) {
//累加当前帧时间
CurrentIndexT += dt;
//当前帧时间 超过 当前帧延迟就需要切换帧了
if (CurrentIndexT >= NextFrameDelay) {
CurrentIndexT = 0;
//如果当前帧小于总帧数就切换
if (CurrentFrameIndex<(TotalFrameIndex - 1)) {
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);
}
}