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GDScript

extends AnimatedSprite3D
class_name View
@onready var status: 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 trans_dict: Dictionary = {} # {condition/trigger:{from:Trans[]}}
var status_change_cache = []
var move_sprite_frames: SpriteFrames
func init(default: SpriteFrames):
sprite_frames = default
move_sprite_frames = default
status.character_status_changed.connect(_on_character_status_changed)
animation_finished.connect(_on_animation_finished)
animation_changed.connect(_on_animation_changed)
frame_changed.connect(_on_frame_changed)
trans_register()
play_animation("idle_loop")
func reset():
sprite_frames = move_sprite_frames
if status.is_on_floor:
play_animation("idle_loop")
else:
play_animation("jump4_loop")
func trans_register() -> void:
#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)
#下落
trans("idle_loop", "jump4_loop", "is_on_floor", "=", false)
trans("run1", "jump4_loop", "is_on_floor", "=", false)
trans("run2_loop", "jump4_loop", "is_on_floor", "=", false)
trans("run3", "jump4_loop", "is_on_floor", "=", false)
#跳跃
trigger("any", "jump1", "trigger_jump")
run("jump1", "jump2_loop")
trans("jump2_loop", "jump3", "speed_y", "<=", 0)
run("jump3", "jump4_loop")
#跳跃落地
trans("jump3", "jump5", "is_on_floor", "=", true)
trans("jump4_loop", "jump5", "is_on_floor", "=", true)
run("jump5", "idle_loop")
trans("jump5", "run1", "speed_xz", ">", 1)
#地面受击
trigger("any", "hit", "trigger_hit")
trigger("any", "mhit", "trigger_mhit")
trigger("any", "lhit", "trigger_lhit")
run_with_condition("hit", "idle_loop", "is_on_floor", "=", true)
run_with_condition("mhit", "idle_loop", "is_on_floor", "=", true)
run_with_condition("lhit", "idle_loop", "is_on_floor", "=", true)
run_with_condition("hit", "jump4_loop", "is_on_floor", "=", false)
run_with_condition("mhit", "jump4_loop", "is_on_floor", "=", false)
run_with_condition("lhit", "jump4_loop", "is_on_floor", "=", false)
#地面眩晕受击
trigger("any", "stunhit", "trigger_stun_hit")
run("stunhit", "ground_stun1_loop")
#空中受击
trigger("any", "airhit1", "trigger_air_hit_up")
trigger("any", "airhit4_loop", "trigger_air_hit_down")
run("airhit1", "airhit2_loop")
trans("airhit2_loop", "airhit3", "speed_y", "<=", 0)
run("airhit3", "airhit4_loop")
#空中受击落地
trans("airhit1", "airhit5_select", "is_on_floor", "=", true)
trans("airhit2_loop", "airhit5_select", "is_on_floor", "=", true)
trans("airhit3", "airhit5_select", "is_on_floor", "=", true)
trans("airhit4_loop", "airhit5_select", "is_on_floor", "=", true)
run_with_condition("airhit5_select", "airhit5_stun", "is_stun", "=", true)
run_with_condition("airhit5_select", "airhit5", "is_stun", "=", false)
run("airhit5_stun", "ground_stun1_loop")
run("airhit5", "ground1_loop")
#起身
trans("ground1_loop", "ground2", "is_stagger", "=", false)
run("ground2", "idle_loop")
trans("ground_stun1_loop", "ground_stun2", "is_stun", "=", false)
run("ground_stun2", "idle_loop")
#落地反弹
trigger("any", "rebound", "trigger_rebound")
run_with_condition("rebound", "airhit2_loop", "is_on_floor", "=", false)
run_with_condition("rebound", "airhit5_select", "is_on_floor", "=", true)
func _process(_delta) -> void:
if status.is_be_throw: return
if status.is_pause: return
if status_change_cache:
for status_change_cache_single in status_change_cache:
update_trans(status_change_cache_single)
status_change_cache.clear()
func _on_character_status_changed(status_name, _value) -> void:
if status_name in trans_dict:
status_change_cache.append(status_name)
return
if status_name == "is_right":
scale.x = 1 if status.is_right else -1
if status.is_be_throw: return
if status_name == "is_skill_running" or status_name == "is_pause":
if not status.is_skill_running and status.is_pause == is_playing():
if status.is_pause: pause()
else: play_animation(animation)
if status_name == "basic_offset" or status_name == "shake_offset":
position = status.basic_offset + status.shake_offset
# global_position = Util.snap_vector3(global_position)
if status.is_pause: return
if status_name in ["deformation_rate", "flash_white_rate"]:
update_material()
func _on_animation_finished():
update_trans("animation_end")
func _on_animation_changed() -> void:
update_material_tex()
func _on_frame_changed() -> void:
update_material_tex()
func run(from: StringName, to: StringName):
_add_trans(from, to, "animation_end", "", "", "", "")
func run_with_condition(from: StringName, to: StringName, condition, compareType, conditionValue):
_add_trans(from, to, "animation_end", condition, compareType, conditionValue, "")
func trans(from: StringName, to: StringName, condition, compareType, conditionValue):
_add_trans(from, to, condition, condition, compareType, conditionValue, "")
func trigger(from: StringName, to: StringName, trigger_name: StringName):
_add_trans(from, to, trigger_name, "", "", "", trigger_name)
func _add_trans(from: StringName, to: StringName, key: String, condition, compareType, conditionValue, trigger_name: StringName):
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
if not key in trans_dict:
trans_dict[key] = {}
if not from in trans_dict[key]:
trans_dict[key][from] = []
trans_dict[key][from].append(new_trans)
func update_trans(key: String) -> void:
if not key in trans_dict:
return
if status.current_animation in trans_dict[key]:
update_trans_single(trans_dict[key][status.current_animation])
if "any" in trans_dict[key]:
update_trans_single(trans_dict[key]["any"])
func update_trans_single(trans_list) -> void:
for trans_single in trans_list:
if trans_single.condition != "":
var value = status.get_status(trans_single.condition)
match trans_single.compareType:
">": if value <= trans_single.conditionValue: continue
"<": if value >= trans_single.conditionValue: continue
">=": if value < trans_single.conditionValue: continue
"<=": if value > trans_single.conditionValue: continue
"=": if value != trans_single.conditionValue: continue
if trans_single.trigger_name != "":
if status.get_status(trans_single.trigger_name):
status.set_status(trans_single.trigger_name, false)
else:
continue
play_animation(trans_single.to)
func update_view():
position = status.basic_offset + status.shake_offset
# global_position = Util.snap_vector3(global_position)
func update_material() -> void:
call_deferred("_update_material")
return
func _update_material():
if not sprite_frames:
return
var material: ShaderMaterial = material_override as ShaderMaterial
var material2: ShaderMaterial = material_override.next_pass as ShaderMaterial
var deformation_rate: float = status.deformation_rate * (0.6 if status.is_floating else 0.4)
if material:
material.set_shader_parameter("flash_white", status.flash_white_rate)
material.set_shader_parameter("deformation_dir", status.deformation_dir)
material.set_shader_parameter("deformation_rate", deformation_rate)
if material2:
material2.set_shader_parameter("flash_white", status.flash_white_rate)
material2.set_shader_parameter("deformation_dir", status.deformation_dir)
material2.set_shader_parameter("deformation_rate", deformation_rate)
func update_material_tex() -> void:
call_deferred("_update_material_tex")
return
func _update_material_tex():
if not sprite_frames:
return
var material: ShaderMaterial = material_override as ShaderMaterial
var material2: ShaderMaterial = material_override.next_pass as ShaderMaterial
var tex: Texture2D = sprite_frames.get_frame_texture(animation, frame)
if material:
material.set_shader_parameter("tex", tex)
if material2:
material2.set_shader_parameter("tex", tex)
func play_animation(animation_name: String) -> void:
status.set_status("current_animation", animation_name)
if not sprite_frames:
return
if not sprite_frames.has_animation(animation_name):
update_trans("animation_end")
return
if animation_name == animation:
frame = 0
frame_progress = 0
play()
else:
play(animation_name, Setting.animation_speed_scale)