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@@ -30,6 +30,8 @@ const STATE_MOTIONS := {
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"standup_back": ["BACK_STANDUP"],
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}
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const HitReaction = preload("res://ui/hit_reaction.gd")
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const MsaMotion = preload("res://ui/msa_motion.gd")
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const MOVE_STATES := ["walk", "run"]
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const HitCollision = preload("res://hit_collision.gd")
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# CActorInstance::__SetMotion 尾:动作绑定完成。
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@@ -42,6 +44,7 @@ var _mesh_stem := ""
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var _hit := HitReaction.new()
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var _motions := {} # MOTION_NAME(String) -> 绝对 .msa 路径
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var _state := ""
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var _move_speed_ratio := 1.0
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var _last_resolution := {}
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var _audio: Node
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var _sound_instances: Array = []
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@@ -156,7 +159,25 @@ func set_anim_state(s: String) -> void:
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if msa == "":
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# 旧客户端 GetMotionKey 失败时 SetLoopMotion/InterceptMotion 直接返回:保留当前动作。
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return
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_bind(s, msa, s in HitReaction.LOOP_STATES, 1.0)
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_bind(s, msa, s in HitReaction.LOOP_STATES, _loop_speed(s))
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# CActorInstance::SetMoveSpeed:m_fMovSpd = movSpd / 100,走 / 跑循环动作按它播放
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# (Move -> SetLoopMotion(WALK/RUN, 0.15, m_fMovSpd))。>1100 时参考端不走动作累计,
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# EntityStore 退回按 duration 插值,这里保持原速播放。
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func set_move_speed(moving_speed: int) -> void:
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_move_speed_ratio = 1.0 if moving_speed <= 0 or moving_speed > 1100 \
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else float(moving_speed) / 100.0
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if anim != null and _state in MOVE_STATES and not _hit.active:
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anim.set("time_scale", _hit.scale_for(_move_speed_ratio))
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func _loop_speed(state: String) -> float:
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return _move_speed_ratio if state in MOVE_STATES else 1.0
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## 走 / 跑动作的根运动速度(cm/s,movSpd 100):x = walk,y = run。0 = 取不到。
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## net_world 推给 EntityStore,远端移动按动作累计量推进(CActorInstance::AccumulationMovement)。
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func get_move_motion_speeds() -> Vector2:
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return Vector2(MsaMotion.move_speed(String(resolve_motion("walk").path)),
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MsaMotion.move_speed(String(resolve_motion("run").path)))
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# CGraphicThingInstance::InsertDelay(fStiffenTime)
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func insert_delay(d: float) -> void:
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