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GDScript

2 years ago
extends AnimatedSprite3D
class_name View
@onready var status = (%Status as Status)
class Trans:
var condition:StringName
var compareType:String
var conditionValue
var from:StringName
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var to:StringName
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var trigger_name:StringName
var on_end:bool
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var trans_list = []
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var move_sprite_frames:SpriteFrames
func _ready():
# 地面行走
trans("idle_loop","run1","speed_xz",">",1)
run("run1","run2_loop")
trans("run1","run3","speed_xz","<",1)
trans("run2_loop","run3","speed_xz","<",1)
run("run3","idle_loop")
trans("run3","run1","speed_xz",">",1)
# 跳跃
trigger("any","jump1","trigger_jump")
run("jump1","jump2_loop")
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trans("jump2_loop","jump3","speed_y","<=",0)
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run("jump3","jump4_loop")
trans("jump4_loop","jump5","is_on_floor","=",true)
run("jump5","idle_loop")
trans("jump5","run1","speed_xz",">",1)
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#地面受击
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trigger("any","hit1","trigger_hit")
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trigger("any","mhit1","trigger_mhit")
trigger("any","lhit1","trigger_lhit")
run("hit1","hit2_loop")
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run("mhit1","mhit2_loop")
run("lhit1","lhit2_loop")
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trans("hit2_loop","hit3","is_stagger","=",false)
trans("mhit2_loop","mhit3","is_stagger","=",false)
trans("lhit2_loop","lhit3","is_stagger","=",false)
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run("hit3","idle_loop")
run("mhit3","idle_loop")
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run("lhit3","idle_loop")
#空中受击
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trigger("any","airhit1","trigger_air_hit_up")
trigger("any","airhit4_loop","trigger_air_hit_down")
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run("airhit1","airhit2_loop")
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trans("airhit2_loop","airhit3","speed_y","<=",0)
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run("airhit3","airhit4_loop")
trans("airhit4_loop","airhit5","is_on_floor","=",true)
run("airhit5","ground1_loop")
trans("ground1_loop","ground2","is_stagger","=",false)
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run("ground2","idle_loop")
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#眩晕受击
trigger_with_condition("any","stunhit","trigger_stun_hit","is_on_floor","=",true)
run("stunhit","ground_stun1_loop")
trans("ground_stun1_loop","ground_stun2","is_stun","=",false)
run("ground_stun2","idle_loop")
#空中眩晕受击
trans("airhit5","airhit5_stun","is_stun","=",true)
run("airhit5_stun","ground_stun1_loop")
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#落地反弹
trigger("any","rebound","trigger_rebound")
run("rebound","airhit2_loop")
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func _process(delta):
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if not status.is_skill_running and status.is_pause == is_playing():
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if status.is_pause:pause()
else:play_animation(animation)
if status.is_pause:return
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update_flip()
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update_trans(false)
update_material()
update_view()
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func init(default:SpriteFrames):
sprite_frames = default
move_sprite_frames = default
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play_animation("idle_loop")
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func reset():
sprite_frames = move_sprite_frames
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play_animation("idle_loop")
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func run(from:StringName,to:StringName):
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_add_trans(from,to,"","","","",true)
func run_with_condition(from:StringName,to:StringName,condition,compareType,conditionValue):
_add_trans(from,to,condition,compareType,conditionValue,"",true)
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func trans(from:StringName,to:StringName,condition,compareType,conditionValue):
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_add_trans(from,to,condition,compareType,conditionValue,"",false)
func trigger(from:StringName,to:StringName,trigger_name:StringName):
_add_trans(from,to,"","","",trigger_name,false)
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func trigger_with_condition(from:StringName,to:StringName,trigger_name:StringName,condition,compareType,conditionValue):
_add_trans(from,to,condition,compareType,conditionValue,trigger_name,false)
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func _add_trans(from:StringName,to:StringName,condition,compareType,conditionValue,trigger_name:StringName,on_end:bool):
var new_trans = Trans.new()
new_trans.condition = condition
new_trans.compareType = compareType
new_trans.conditionValue = conditionValue
new_trans.from = from
new_trans.to = to
new_trans.trigger_name = trigger_name
new_trans.on_end = on_end
trans_list.append(new_trans)
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func update_trans(on_end:bool):
for trans in trans_list:
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if on_end != trans.on_end:
continue
if not (trans.from == "any" or trans.from == animation):
continue
if trans.condition != "":
var conditionValue = status.get(trans.condition)
match trans.compareType:
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">":if conditionValue <= trans.conditionValue:continue
"<":if conditionValue >= trans.conditionValue:continue
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">=":if conditionValue < trans.conditionValue:continue
"<=":if conditionValue > trans.conditionValue:continue
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"=":if conditionValue != trans.conditionValue:continue
if trans.trigger_name != "":
if status.get(trans.trigger_name):
status.set(trans.trigger_name,false)
else:continue
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play_animation(trans.to)
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func update_flip():
scale.x = 1 if status.is_right else -1
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func update_view():
position = status.basic_offset + status.shake_offset
global_position = Util.snap_vector3(global_position)
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func _on_animation_finished():
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update_trans(true)
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func update_material():
call_deferred("_update_material")
func _update_material():
var material = material_override as ShaderMaterial
var material2 = material_override.next_pass as ShaderMaterial
var tex = sprite_frames.get_frame_texture(animation,frame)
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material2.set_shader_parameter("flash_white",status.flash_white_rate)
material.set_shader_parameter("deformation_dir",status.deformation_dir)
material2.set_shader_parameter("deformation_dir",status.deformation_dir)
material.set_shader_parameter("deformation_rate",status.deformation_rate*0.4)
material2.set_shader_parameter("deformation_rate",status.deformation_rate*0.4)
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material.set_shader_parameter("tex",tex)
material2.set_shader_parameter("tex",tex)
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func play_animation(animation_name:String):
if not sprite_frames.has_animation(animation_name):
return
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if animation_name == animation:
frame = 0
frame_progress = 0
play()
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else:
play(animation_name,Setting.animation_speed_scale)
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