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177 lines
5.4 KiB
GDScript
177 lines
5.4 KiB
GDScript
extends AnimatedSprite3D
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class_name View
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@onready var status = (%Status as Status)
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class Trans:
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var condition:StringName
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var compareType:String
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var conditionValue
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var from:StringName
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var to:StringName
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var trigger_name:StringName
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var on_end:bool
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var trans_list = []
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var move_sprite_frames:SpriteFrames
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func _ready():
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# 地面行走
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trans("idle_loop","run1","speed_xz",">",1)
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run("run1","run2_loop")
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trans("run1","run3","speed_xz","<",1)
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trans("run2_loop","run3","speed_xz","<",1)
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run("run3","idle_loop")
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trans("run3","run1","speed_xz",">",1)
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# 跳跃
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trigger("any","jump1","trigger_jump")
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run("jump1","jump2_loop")
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trans("jump2_loop","jump3","speed_y","<=",0)
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run("jump3","jump4_loop")
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trans("jump4_loop","jump5","is_on_floor","=",true)
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run("jump5","idle_loop")
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trans("jump5","run1","speed_xz",">",1)
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#地面受击
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trigger("any","hit1","trigger_hit")
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trigger("any","mhit1","trigger_mhit")
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trigger("any","lhit1","trigger_lhit")
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run("hit1","hit2_loop")
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run("mhit1","mhit2_loop")
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run("lhit1","lhit2_loop")
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trans("hit2_loop","hit3","is_stagger","=",false)
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trans("mhit2_loop","mhit3","is_stagger","=",false)
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trans("lhit2_loop","lhit3","is_stagger","=",false)
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run("hit3","idle_loop")
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run("mhit3","idle_loop")
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run("lhit3","idle_loop")
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#空中受击
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trigger("any","airhit1","trigger_air_hit_up")
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trigger("any","airhit4_loop","trigger_air_hit_down")
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run("airhit1","airhit2_loop")
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trans("airhit2_loop","airhit3","speed_y","<=",0)
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run("airhit3","airhit4_loop")
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trans("airhit4_loop","airhit5","is_on_floor","=",true)
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run("airhit5","ground1_loop")
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trans("ground1_loop","ground2","is_stagger","=",false)
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run("ground2","idle_loop")
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#眩晕受击
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trigger_with_condition("any","stunhit","trigger_stun_hit","is_on_floor","=",true)
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run("stunhit","ground_stun1_loop")
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trans("ground_stun1_loop","ground_stun2","is_stun","=",false)
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run("ground_stun2","idle_loop")
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#空中眩晕受击
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trans("airhit5","airhit5_stun","is_stun","=",true)
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run("airhit5_stun","ground_stun1_loop")
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#落地反弹
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trigger("any","rebound","trigger_rebound")
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run("rebound","airhit2_loop")
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func _process(delta):
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if not status.is_skill_running and status.is_pause == is_playing():
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if status.is_pause:pause()
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else:play()
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if status.is_pause:return
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update_flip()
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update_trans(false)
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update_material()
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update_view()
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func init(default:SpriteFrames):
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sprite_frames = default
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move_sprite_frames = default
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play_animation("idle_loop")
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func reset():
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sprite_frames = move_sprite_frames
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play_animation("idle_loop")
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func run(from:StringName,to:StringName):
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_add_trans(from,to,"","","","",true)
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func run_with_condition(from:StringName,to:StringName,condition,compareType,conditionValue):
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_add_trans(from,to,condition,compareType,conditionValue,"",true)
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func trans(from:StringName,to:StringName,condition,compareType,conditionValue):
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_add_trans(from,to,condition,compareType,conditionValue,"",false)
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func trigger(from:StringName,to:StringName,trigger_name:StringName):
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_add_trans(from,to,"","","",trigger_name,false)
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func trigger_with_condition(from:StringName,to:StringName,trigger_name:StringName,condition,compareType,conditionValue):
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_add_trans(from,to,condition,compareType,conditionValue,trigger_name,false)
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func _add_trans(from:StringName,to:StringName,condition,compareType,conditionValue,trigger_name:StringName,on_end:bool):
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var new_trans = Trans.new()
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new_trans.condition = condition
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new_trans.compareType = compareType
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new_trans.conditionValue = conditionValue
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new_trans.from = from
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new_trans.to = to
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new_trans.trigger_name = trigger_name
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new_trans.on_end = on_end
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trans_list.append(new_trans)
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func update_trans(on_end:bool):
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for trans in trans_list:
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if on_end != trans.on_end:
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continue
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if not (trans.from == "any" or trans.from == animation):
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continue
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if trans.condition != "":
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var conditionValue = status.get(trans.condition)
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match trans.compareType:
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">":if conditionValue <= trans.conditionValue:continue
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"<":if conditionValue >= trans.conditionValue:continue
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">=":if conditionValue < trans.conditionValue:continue
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"<=":if conditionValue > trans.conditionValue:continue
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"=":if conditionValue != trans.conditionValue:continue
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if trans.trigger_name != "":
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if status.get(trans.trigger_name):
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status.set(trans.trigger_name,false)
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else:continue
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play_animation(trans.to)
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func update_flip():
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scale.x = 1 if status.is_right else -1
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func update_view():
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position = status.basic_offset + status.shake_offset
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global_position = Util.snap_vector3(global_position)
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func _on_animation_finished():
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update_trans(true)
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func update_material():
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var material = material_override as ShaderMaterial
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material.set_shader_parameter("flash_white",status.flash_white_rate)
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material.set_shader_parameter("deformation_dir",status.deformation_dir)
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material.set_shader_parameter("deformation_rate",status.deformation_rate*0.4)
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call_deferred("refresh_texture")
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func refresh_texture():
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var material = material_override as ShaderMaterial
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var tex = sprite_frames.get_frame_texture(animation,frame)
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material.set_shader_parameter("tex",tex)
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func clone(target:AnimatedSprite3D):
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target.sprite_frames = sprite_frames
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target.animation = animation
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target.frame = frame
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target.frame_progress = frame_progress
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target.scale.x = scale.x
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func play_animation(animation_name:String):
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if animation_name == animation:
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frame = 0
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frame_progress = 0
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else:
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play(animation_name)
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