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