@tool extends Node3D func get_resource_name(resource: Resource) -> String: return resource.resource_path.get_file().trim_suffix('.tres') #todo 性能 func snap_vector3(value: Vector3) -> Vector3: return Vector3(snap_float(value.x), snap_float(value.y), snap_float(value.z)) func snap_float(value: float) -> float: return floor(value/Setting.pixel_size) * Setting.pixel_size func dir_angle(dir: Vector2) -> float: dir.x = abs(dir.x) return dir.angle_to(Vector2.RIGHT) func angle_dir(angle: float) -> Vector2: return Vector2.RIGHT.rotated(angle) func vector_reduce(vector: Vector2, reduce: float) -> Vector2: var length: float = vector.length() if length == 0: return vector var new_len = max(length - reduce, 0) var scale_rate = new_len / length return vector * scale_rate func get_level_grid_pos(pos: Vector3) -> Vector3i: var grid_size: float = Setting.pixel_size* Setting.grid_pixel_size var ret: Vector3i = Vector3i(get_div_scale(pos.x, grid_size), get_div_scale(pos.y, grid_size), get_div_scale(pos.z, grid_size)) return ret func get_level_float_pos(pos: Vector3i) -> Vector3: var grid_size: float = Setting.pixel_size* Setting.grid_pixel_size return Vector3(pos.x*grid_size, pos.y*grid_size, pos.z*grid_size) func get_level_id(pos: Vector3) -> Vector3i: var ret: Vector3i = Vector3i(get_div_scale(pos.x, Setting.size_basic.x), get_div_scale(pos.y, Setting.size_basic.y), get_div_scale(pos.z, Setting.size_basic.z)) return ret func get_div_scale(a: float, b: float) -> int: #解决浮点数精度问题 var div: float = a / b var is_positive: bool = div > 0 var decimal: float = abs(div - int(div)) if is_positive and decimal > 0.999: div += 0.001 if not is_positive and decimal < 0.001: div += 0.001 return floor(div) func raycast_character(shape: Shape3D, origin: Vector3, dir: Vector2) -> Array[Character]: var space_state: PhysicsDirectSpaceState3D = get_world_3d().direct_space_state var query: PhysicsShapeQueryParameters3D = PhysicsShapeQueryParameters3D.new() var angle: float = dir_angle(dir) query.shape = shape query.transform.origin = origin query.transform.basis = query.transform.basis.rotated(Vector3.UP, angle) var result: Array[Dictionary] = space_state.intersect_shape(query) var result2: Array = result.map(func(v): return v["collider"]).filter(func(v): return v is Character) var result3: Array[Character] for node in result2: result3.append(node as Character) if result.size() > result3.size(): result3.append(null) #特殊处理 表示命中非Character物体 例如墙体或地面 return result3 func clean_animation_lib(): #删除技能配置中没有的animation文件 #todo 非阻断 有空再说 pass func refresh_animation_lib(): #刷新animation库 使其与animation文件同步 var animation_library_path: String = "res://resource/skill_animation_library/animation_library.tres" var animation_library = load(animation_library_path) var dir_path: String = "res://resource/skill_animation" var dir: DirAccess = DirAccess.open(dir_path) for file in dir.get_files(): var path: String = dir_path + "/" + file var res = load(path) if res is Animation: var animation: Animation = res as Animation var animation_name: String = Util.get_resource_name(animation) print("refresh_animation_lib: ", animation_name) animation_library.add_animation(animation_name, animation) animation_library.animation_added.emit(animation_name) ResourceSaver.save(animation_library, animation_library_path) func refresh_mesh_library(path_list: Array, from_editor_tool: bool = false): print("refresh_mesh_library") var default_shape_normal_full: Array[Variant] = [load("res://resource/mesh_library/default_shape_normal_full.tres") as Shape3D, Transform3D.IDENTITY] var default_shape_normal_half: Array[Variant] = [load("res://resource/mesh_library/default_shape_normal_half.tres") as Shape3D, Transform3D.IDENTITY] var default_shape_normal_stair1: Array[Variant] = [load("res://resource/mesh_library/default_shape_normal_stair1.tres") as Shape3D, Transform3D.IDENTITY] var default_shape_normal_stair2: Array[Variant] = [load("res://resource/mesh_library/default_shape_normal_stair2.tres") as Shape3D, Transform3D.IDENTITY] var default_shape_large_full: Array[Variant] = [load("res://resource/mesh_library/default_shape_large_full.tres") as Shape3D, Transform3D.IDENTITY] var default_shape_large_half: Array[Variant] = [load("res://resource/mesh_library/default_shape_large_half.tres") as Shape3D, Transform3D.IDENTITY] var default_shape_large_stair1: Array[Variant] = [load("res://resource/mesh_library/default_shape_large_stair1.tres") as Shape3D, Transform3D.IDENTITY] var default_shape_large_stair2: Array[Variant] = [load("res://resource/mesh_library/default_shape_large_stair2.tres") as Shape3D, Transform3D.IDENTITY] var mesh_library_level: MeshLibrary = load("res://resource/mesh_library/mesh_library_level.tres") as MeshLibrary var mesh_library_ground: MeshLibrary = load("res://resource/mesh_library/mesh_library_ground.tres") as MeshLibrary var mesh_library_character: MeshLibrary = load("res://resource/mesh_library/mesh_library_character.tres") as MeshLibrary var material_block_normal: Material = load("res://render/material/grid_block.tres") as Material var material_block_link: Material = load("res://render/material/grid_block_link.tres") as Material var mesh_library_level_id_list: Array[int] = [] var mesh_library_ground_id_list: Array[int] = [] var reimport_files: Array[String] = [] for file_name_full in path_list: var mesh_name = file_name_full.get_file().split('-')[0].trim_suffix('.vox') print(mesh_name) if mesh_name.begins_with("m_"): continue var is_ground = mesh_name.begins_with("g_") if is_ground: mesh_name = mesh_name.trim_prefix("g_") var is_character: bool = mesh_name.begins_with("c_") or mesh_name.begins_with("a_") var mesh: Mesh = load(file_name_full) as Mesh var mesh_library: MeshLibrary = mesh_library_ground if is_ground else (mesh_library_character if is_character else mesh_library_level) var mesh_library_id_list: Array[int] = mesh_library_ground_id_list if is_ground else mesh_library_level_id_list var mesh_id: int = mesh_library.find_item_by_name(mesh_name) if mesh_id == -1: mesh_id = mesh_library.get_last_unused_item_id() mesh_library.create_item(mesh_id) mesh_library_id_list.append(mesh_id) mesh_library.set_item_name(mesh_id, mesh_name) mesh_library.set_item_mesh(mesh_id, mesh) var material: Material = mesh.surface_get_material(0) as Material var material_set: Material = material_block_link if mesh_name.ends_with("_link") else material_block_normal if (mesh.get_surface_count() >0) and ((not material) or (material.get_path() != material_set.get_path())): if from_editor_tool: reimport_files.append(file_name_full) else: mesh.surface_set_material(0, material_block_link if mesh_name.ends_with("_link") else material_block_normal) ResourceSaver.save(mesh, file_name_full) var name_prefix = mesh_name.split("_")[0] if mesh_name.contains("_") else mesh_name var item_shapes: Array match name_prefix: "f": item_shapes = default_shape_normal_full if not is_ground else default_shape_large_full "h": item_shapes = default_shape_normal_half if not is_ground else default_shape_large_half "s1": item_shapes = default_shape_normal_stair1 if not is_ground else default_shape_large_stair1 "s2": item_shapes = default_shape_normal_stair2 if not is_ground else default_shape_large_stair2 "c", "a", "n": pass _: item_shapes = [mesh.create_convex_shape(), Transform3D.IDENTITY] if item_shapes: mesh_library.set_item_shapes(mesh_id, item_shapes) _save_mesh_library(mesh_library_level, mesh_library_level_id_list, from_editor_tool) _save_mesh_library(mesh_library_ground, mesh_library_ground_id_list, from_editor_tool) if from_editor_tool and reimport_files: EditorInterface.get_resource_filesystem().reimport_files(reimport_files) func _save_mesh_library(mesh_library: MeshLibrary, id_list: Array, from_editor_tool: bool): if from_editor_tool: var ids: PackedInt32Array = mesh_library.get_item_list() for id in ids: if not id in id_list: mesh_library.remove_item(id) var meshes: Array[Variant] = [] for id in id_list: meshes.append(mesh_library.get_item_mesh(id)) var previews: Array[Texture2D] = EditorInterface.make_mesh_previews(meshes, 64) for i in range(len(id_list)): mesh_library.set_item_preview(id_list[i], previews[i]) ResourceSaver.save(mesh_library) func refresh_all_animation_by_sprite_frames(sprite_frames: SpriteFrames): var dir_path: String = "res://resource/skill_animation" var dir: DirAccess = DirAccess.open(dir_path) var sprite_frames_name: String = sprite_frames.resource_path.get_file().split('-')[0] for file in dir.get_files(): var path: String = dir_path + "/" + file var res = load(path) if not res is Animation: continue var animation: Animation = res as Animation var sprite_frames_track: int = animation.find_track(NodePath("View:sprite_frames"), Animation.TYPE_VALUE) if sprite_frames_track < 0: continue var sprite_frames_track_key_count: int = animation.track_get_key_count(sprite_frames_track) if sprite_frames_track_key_count == 0: continue var sprite_frames_value: SpriteFrames = animation.track_get_key_value(sprite_frames_track, 0) as SpriteFrames var target_sprite_frames_name: String = sprite_frames_value.resource_path.get_file().split('-')[0] if sprite_frames_name != target_sprite_frames_name: continue var animation_track: int = animation.find_track(NodePath("View:animation"), Animation.TYPE_VALUE) if animation_track < 0: continue var animation_track_key_count: int = animation.track_get_key_count(animation_track) if animation_track_key_count == 0: continue var animation_value: String = animation.track_get_key_value(animation_track, 0) as String refresh_animation_by_sprite_frames(path, sprite_frames, animation_value, animation) Util.refresh_animation_lib() func refresh_animation_by_sprite_frames(animation_path: String, sprite_frames: SpriteFrames, animation_name: String, animation: Animation) -> void: if not sprite_frames.has_animation(animation_name): print("动画不存在: ", animation_name) return var track_sprite_frames: int = animation.find_track(NodePath("View:sprite_frames"), Animation.TYPE_VALUE) if track_sprite_frames < 0: track_sprite_frames = animation.add_track(Animation.TYPE_VALUE) animation.track_set_path(track_sprite_frames, "View:sprite_frames") animation.track_insert_key(track_sprite_frames, 0, sprite_frames) var track_animation: int = animation.find_track(NodePath("View:animation"), Animation.TYPE_VALUE) if track_animation < 0: track_animation = animation.add_track(Animation.TYPE_VALUE) animation.track_set_path(track_animation, "View:animation") animation.track_insert_key(track_animation, 0, animation_name) var track_frame: int = animation.find_track(NodePath("View:frame"), Animation.TYPE_VALUE) if track_frame >= 0: animation.remove_track(track_frame) track_frame = animation.add_track(Animation.TYPE_VALUE) animation.track_set_path(track_frame, "View:frame") var animation_speed: float = Setting.animation_frame_rate var animation_frame_count: int = sprite_frames.get_frame_count(animation_name) animation.length = animation_speed*animation_frame_count for i in range(0, animation_frame_count): var time = i * animation_speed animation.track_insert_key(track_frame, time, i) animation.value_track_set_update_mode(track_sprite_frames, Animation.UPDATE_DISCRETE) animation.value_track_set_update_mode(track_animation, Animation.UPDATE_DISCRETE) animation.value_track_set_update_mode(track_frame, Animation.UPDATE_DISCRETE) print("refresh_animation: ", animation_name, "(", animation_frame_count, " frames)") ResourceSaver.save(animation, animation_path) func get_all_skill_player_weapon() -> Array[SkillWeaponCfg]: var ret: Array[SkillWeaponCfg] = [] var dir_path: String = "res://config/skill_player_weapon" var dir: DirAccess = DirAccess.open(dir_path) for file in dir.get_files(): var path: String = dir_path + "/" + file var res = load(path) if res is SkillWeaponCfg: ret.append(res) return ret func get_all_skill_player_basic() -> Array[SkillWeaponCfg]: var ret: Array[SkillWeaponCfg] = [] var dir_path: String = "res://config/skill_player_basic" var dir: DirAccess = DirAccess.open(dir_path) for file in dir.get_files(): var path: String = dir_path + "/" + file var res = load(path) if res is SkillWeaponCfg: ret.append(res) return ret func get_skill_player_weapon_by_weapon(weapon: WeaponCfg) -> Array[SkillWeaponCfg]: var ret: Array[SkillWeaponCfg] = [] var dir_path: String = "res://config/skill_player_weapon" var dir: DirAccess = DirAccess.open(dir_path) for file in dir.get_files(): var path: String = dir_path + "/" + file var res = load(path) if res is SkillWeaponCfg: if res.weapon == weapon: ret.append(res) return ret func get_character_cfg_by_name(name: String) -> CharacterCfg: var path_default: String = "res://config/character/%s.tres" % name if ResourceLoader.exists(path_default): var res = load(path_default) if res is CharacterCfg: return res return null func get_level_active_scene_by_name(name: String) -> PackedScene: var path_default: String = "res://scene/level_active/%s.tscn" % name if ResourceLoader.exists(path_default): var res = load(path_default) return res return null