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289 lines
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GDScript

@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)
var is_ground = mesh_name.begins_with("g_")
if is_ground:
mesh_name = mesh_name.trim_prefix("g_")
var is_character = mesh_name.begins_with("c_")
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": 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