You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
209 lines
9.7 KiB
GDScript
209 lines
9.7 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 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 raycast_wall(from: Vector3, to: Vector3) -> bool:
|
|
var space_state: PhysicsDirectSpaceState3D = get_world_3d().direct_space_state
|
|
var query: PhysicsRayQueryParameters3D = PhysicsRayQueryParameters3D.create(from, to, 1)
|
|
var result: Dictionary = space_state.intersect_ray(query)
|
|
return result.size()>0
|
|
|
|
|
|
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):
|
|
print("refresh_mesh_library")
|
|
var default_shape_full: Array[Variant] = [load("res://resource/mesh_library/default_shape_full.tres") as Shape3D, Transform3D.IDENTITY]
|
|
var default_shape_half: Array[Variant] = [load("res://resource/mesh_library/default_shape_half.tres") as Shape3D, Transform3D.IDENTITY]
|
|
var mesh_library: MeshLibrary = 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: Mesh = load(file_name_full) as Mesh
|
|
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.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: Array[Variant] = [mesh.create_convex_shape(), Transform3D.IDENTITY]
|
|
mesh_library.set_item_shapes(mesh_id, new_shape)
|
|
var ids: PackedInt32Array = mesh_library.get_item_list()
|
|
var meshes: Array[Variant] = []
|
|
for id in ids:
|
|
meshes.append(mesh_library.get_item_mesh(id))
|
|
var previews: Array[Texture2D] = 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: 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
|