extends AnimatedSprite3D class_name View @onready var status = (%Status as Status) class Trans: var condition:StringName var compareType:String var conditionValue var from:StringName var to:StringName var trigger_name:StringName var on_end:bool var trans_list = [] 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") trans("jump2_loop","jump3","speed_y","<",0) run("jump3","jump4_loop") trans("jump4_loop","jump5","is_on_floor","=",true) run("jump5","idle_loop") trans("jump5","run1","speed_xz",">",1) #地面受击 trigger_with_condition("any","hit1","trigger_hit","is_floating","=",false) trigger_with_condition("any","mhit","trigger_mhit","is_floating","=",false) trigger_with_condition("any","lhit","trigger_lhit","is_floating","=",false) run("hit1","hit2_loop") run("hit3","idle_loop") run("mhit3","idle_loop") trans("hit2_loop","hit3","is_stagger","=",false) trans("mhit2_loop","mhit3","is_stagger","=",false) trans("lhit2_loop","lhit3","is_stagger","=",false) run("mhit1","mhit2_loop") run("lhit1","lhit2_loop") run("lhit3","idle_loop") #空中受击 trigger_with_condition("any","airhit1","trigger_hit","is_floating","=",true) run("airhit1","airhit2_loop") trans("airhit2_loop","airhit3","speed_y","<",0) run("airhit3","airhit4_loop") trans("airhit4_loop","airhit5","is_on_floor","=",true) run("airhit5","ground1_loop") trans("ground1_loop","ground2","is_stagger","=",false) run("ground2","idle_loop") func _process(delta): update_view() if not status.is_skill_running and status.is_pause == is_playing(): if status.is_pause:pause(); else:play(); if status.is_pause:return update_flip() update_trans(false) update_texture() update_flash_white() func init(default:SpriteFrames): sprite_frames = default move_sprite_frames = default play("idle_loop") func reset(): sprite_frames = move_sprite_frames play("idle_loop") func run(from:StringName,to:StringName): _add_trans(from,to,"","","","",true) func run_with_condition(from:StringName,to:StringName,condition,compareType,conditionValue): _add_trans(from,to,condition,compareType,conditionValue,"",true) func trans(from:StringName,to:StringName,condition,compareType,conditionValue): _add_trans(from,to,condition,compareType,conditionValue,"",false) func trigger(from:StringName,to:StringName,trigger_name:StringName): _add_trans(from,to,"","","",trigger_name,false) func trigger_with_condition(from:StringName,to:StringName,trigger_name:StringName,condition,compareType,conditionValue): _add_trans(from,to,condition,compareType,conditionValue,trigger_name,false) 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) func update_trans(on_end:bool): for trans in trans_list: 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: ">":if conditionValue <= trans.conditionValue:continue "<":if conditionValue >= trans.conditionValue:continue "=":if conditionValue != trans.conditionValue:continue if trans.trigger_name != "": if status.get(trans.trigger_name): status.set(trans.trigger_name,false) else:continue play(trans.to) func update_flip(): scale.x = 1 if status.is_right else -1 func update_view(): position = status.basic_offset + status.shake_offset func _on_animation_finished(): update_trans(true) func update_texture(): var tex = sprite_frames.get_frame_texture(animation,frame) var material = material_override as ShaderMaterial material.set_shader_parameter("tex",tex) func update_flash_white(): var material = material_override as ShaderMaterial material.set_shader_parameter("flash_white",status.flash_white_rate) func clone(target:AnimatedSprite3D): target.sprite_frames = sprite_frames target.animation = animation target.frame = frame target.frame_progress = frame_progress target.scale = scale