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168 lines
7.2 KiB
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 vector_reduce(vector:Vector2,reduce:float) -> Vector2:
var len = vector.length()
if len == 0:
return vector
var new_len = max(len - reduce,0)
var scale_rate = new_len / len
return vector * scale_rate
func raycast_wall(from:Vector3 ,to:Vector3) -> bool:
var space_state = get_world_3d().direct_space_state
var query = PhysicsRayQueryParameters3D.create(from,to,1)
var result = space_state.intersect_ray(query)
return result.size()>0
func raycast_character(shape:Shape3D ,origin:Vector3 ,dir:Vector2):
var space_state = get_world_3d().direct_space_state
var query = PhysicsShapeQueryParameters3D.new()
var angle = dir_angle(dir)
query.shape = shape
query.transform.origin = origin
query.transform.basis = query.transform.basis.rotated(Vector3.UP, angle)
var result = space_state.intersect_shape(query)
result = result.map(func(v): return v["collider"])
result = result.filter(func(v): return v is Character)
return result
func refresh_animation_lib():
var animation_library_path = "res://resource/skill_animation_library/animation_library.tres"
var animation_library = load(animation_library_path)
var dir_path = "res://resource/skill_animation"
var dir = DirAccess.open(dir_path)
for file in dir.get_files():
var path = dir_path + "/" + file
var res = load(path)
if res is Animation:
var animation = res as Animation
var animation_name = 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):
var default_shape_full = [load("res://resource/mesh_library/default_shape_full.tres") as Shape3D,Transform3D.IDENTITY]
var default_shape_half = [load("res://resource/mesh_library/default_shape_half.tres") as Shape3D,Transform3D.IDENTITY]
var mesh_library = load("res://resource/mesh_library/mesh_library.tres") as MeshLibrary
for file_name_full in path_list:
var mesh_name = file_name_full.get_file().split('-')[0].trim_suffix('.vox')
print(mesh_name)
var mesh = load(file_name_full) as Mesh
var mesh_id = 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.set_item_name(mesh_id,mesh_name)
mesh_library.set_item_mesh(mesh_id,mesh)
if mesh_name.begins_with("f_"):
mesh_library.set_item_shapes(mesh_id,default_shape_full)
elif mesh_name.begins_with("h_"):
mesh_library.set_item_shapes(mesh_id,default_shape_half)
elif mesh_name.begins_with("s_"):
var new_shape = [mesh.create_convex_shape(),Transform3D.IDENTITY]
mesh_library.set_item_shapes(mesh_id,new_shape)
var ids = mesh_library.get_item_list()
var meshes = []
for id in ids:
meshes.append(mesh_library.get_item_mesh(id))
var previews = EditorInterface.make_mesh_previews(meshes, 64)
for i in range(len(ids)):
mesh_library.set_item_preview(ids[i],previews[i])
ResourceSaver.save(mesh_library)
func refresh_all_animation_by_sprite_frames(sprite_frames:SpriteFrames):
var dir_path = "res://resource/skill_animation"
var dir = DirAccess.open(dir_path)
var sprite_frames_name = sprite_frames.resource_path.get_file().split('-')[0]
for file in dir.get_files():
var path = dir_path + "/" + file
var res = load(path)
if not res is Animation:
continue
var animation = res as Animation
var sprite_frames_track = animation.find_track(NodePath("View:sprite_frames"),Animation.TYPE_VALUE)
if sprite_frames_track < 0:
continue
var sprite_frames_track_key_count = animation.track_get_key_count(sprite_frames_track)
if sprite_frames_track_key_count == 0:
continue
var sprite_frames_value = animation.track_get_key_value(sprite_frames_track,0) as SpriteFrames
var target_sprite_frames_name = sprite_frames_value.resource_path.get_file().split('-')[0]
if sprite_frames_name != target_sprite_frames_name:
continue
var animation_track = animation.find_track(NodePath("View:animation"),Animation.TYPE_VALUE)
if animation_track < 0:
continue
var animation_track_key_count = animation.track_get_key_count(animation_track)
if animation_track_key_count == 0:
continue
var animation_value = 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):
if not sprite_frames.has_animation(animation_name):
print("动画不存在: ",animation_name)
return
var track_sprite_frames = 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 = 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 = 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 = Setting.animation_frame_rate
var animation_frame_count = 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():
var ret = []
var dir_path = "res://config/skill_player_weapon"
var dir = DirAccess.open(dir_path)
for file in dir.get_files():
var path = dir_path + "/" + file
var res = load(path)
if res is SkillPlayerCfg:
ret.append(res)
return ret
func get_skill_player_weapon_by_weapon(weapon:WeaponCfg):
var ret = []
var dir_path = "res://config/skill_player_weapon"
var dir = DirAccess.open(dir_path)
for file in dir.get_files():
var path = dir_path + "/" + file
var res = load(path)
if res is SkillPlayerCfg:
if res.weapon == weapon:
ret.append(res)
return ret