DaFuWeng/assets/GlobalScript/Animation/ScriptMyAnimation.ts

147 lines
5.1 KiB
TypeScript

import { _decorator, CCInteger, CCString, Component, Node, Sprite, SpriteFrame, Texture2D, UITransform, v2 } from 'cc';
import { MyAnimation } from './MyAnimation';
import { GameScript } from '../GameScript/GameScript';
import { ImagePack } from '../ImagePack/ImagePack';
import { ScriptAls, ScriptAni } from '../GlobalInterface/GlobalInterface';
const { ccclass, property, requireComponent } = _decorator;
@ccclass('ScriptMyAnimation')
@requireComponent(Sprite)//依赖组件 精灵
export class ScriptMyAnimation extends MyAnimation {
@property({ type: CCString, displayName: 'Ani路径', tooltip: "Ani在PVF中的路径" })
AnimationPath = "";
// @property({ type: CCInteger, displayName: '是否显示', tooltip: "1为显示 0为不显示" })
// PlayState = 0;
//是否有替换符
Replace: Array<string>;
//读取Img
InitImg() {
//遍历img路径数组
this.AniObject.Img_List.forEach((Path, index) => {
ImagePack.getInstance().ReadNpkTable("sprite/" + Path.toLocaleLowerCase(), (ImgObj) => {
this.LoadSuccessImgCount++;
//记录路径对应的Img对象
this.ImgTable.set(Path, ImgObj);
//如果已加载数量等于总数量 说明Img初始化完成
if (this.LoadSuccessImgCount == this.AniObject.Img_List.length) {
//都加载完成以后 把精灵帧初始化出来
this.FrameArr.forEach((FrameObj, Index) => {
const Png = this.ImgTable.get(FrameObj.Img_Path).Png_List[FrameObj.Img_Index];
let spriteFrame = new SpriteFrame();
let tex = new Texture2D();
tex.reset({
width: Png.Width,
height: Png.Height,
format: Texture2D.PixelFormat.RGBA8888,
mipmapLevel: 0,
});
tex.uploadData(Png.PNGdata);
// 更新 0 级 Mipmap。
tex.updateImage();
spriteFrame.texture = tex;
spriteFrame.offset = v2(Png.Xpos, -Png.Ypos);
this.FrameArr[Index].Frame = spriteFrame;
});
this.InitState = true;
//开始播放
this.PlayState = 1;
}
});
});
}
Decompile_als(str: string) {
const strbuf = str.split("\n");
let Flag = 0;
let AniobjArr: Array<string> = new Array<string>;
let AniaddArr: Array<string[]> = new Array<string[]>;
strbuf.forEach((lstr, line) => {
if (Flag == 0) {
if (lstr.indexOf("[use animation]") != -1) {
Flag = 1;
} else if (lstr.indexOf("[none effect add]") != -1 || lstr.indexOf("[add]") != -1) {
Flag = 5;
}
} else if (Flag == 1) {
AniobjArr.push(lstr);
Flag = 2;
} else if (Flag == 2) {
AniobjArr.push(lstr);
Flag = 0;
} else if (Flag == 5) {
let buf = lstr.split("\t");
AniaddArr.push(buf);
Flag = 0;
}
});
let AniArr: Array<ScriptAls> = new Array<ScriptAls>;
for (let index = 0; index < AniobjArr.length; index += 2) {
let ScriptAlsBuf: ScriptAls = {};
ScriptAlsBuf.Path = AniobjArr[index];
ScriptAlsBuf.Name = AniobjArr[index + 1];
AniArr.push(ScriptAlsBuf);
}
// console.log(AniobjArr);
// console.log(AniaddArr);
return AniArr;
}
//判断是否有Als
CheckAnimotionAls() {
let Ret = GameScript.getInstance().GetDataByPath(this.AnimationPath + ".als");
if (Ret) {
let Als = this.Decompile_als(Ret);
Als.forEach(aniobj => {
let NodeBuf = new Node();
// let SpriteBuf = NodeBuf.addComponent(Sprite);
let Ani = NodeBuf.addComponent(ScriptMyAnimation);
Ani.AnimationPath = this.AnimationPath.substring(0, this.AnimationPath.lastIndexOf("/") + 1) + aniobj.Path.match(/`(.*?)`/)[1].toLowerCase();
// Ani.PlayState = this.PlayState;
// console.log(Ani.AnimationPath);
this.node.parent.addChild(NodeBuf);
});
}
}
//通过路径初始化Ani对象
InitAnimotionObject() {
this.CheckAnimotionAls();
this.AniObject = GameScript.getInstance().GetDataByPath(this.AnimationPath);
}
Init() {
if (!this.AniObject) this.InitAnimotionObject();
//如果有替换符则替换
if (this.Replace) {
this.AniObject.Frame.forEach((FrameObj, Index) => {
this.AniObject.Frame[Index].Img_Path = FrameObj.Img_Path.replace(this.Replace[0], this.Replace[1]);
});
}
this.FrameArr = this.AniObject.Frame;
this.InitImg();
}
start() {
super.start();
}
}