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@@ -18,6 +18,8 @@ const FEMALE_RACES := [1, 3, 4, 6]
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const WEAPON_BONE := ["equip_right_hand", "equip_right", "equip_right", "equip_right"]
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const WEAPON_LEFT_BONE := ["", "equip_left", "", "equip_left"]
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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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# CRaceMotionData::MOTION_MODE_* -> playersettingmodule 注册动作用的目录(与 general 同级)
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const MOTION_MODE_DIRS := {1: "general", 2: "onehand_sword", 3: "twohand_sword", 4: "dualhand_sword",
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@@ -43,6 +45,7 @@ var anim: Node # Metin2AnimPlayer
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var motion_dir := ""
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var action_dir := ""
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var _state := ""
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var _move_speed_ratio := 1.0
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var _assets_root := ""
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var _audio: Node
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var _sound_instances: Array = []
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@@ -135,7 +138,27 @@ func set_anim_state(s: String) -> void:
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if not FileAccess.file_exists(msa):
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msa = motion_dir.path_join(s + ".gr2")
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if FileAccess.file_exists(msa):
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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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if motion_dir == "":
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return Vector2.ZERO
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return Vector2(MsaMotion.move_speed(motion_dir.path_join("walk.msa")),
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MsaMotion.move_speed(motion_dir.path_join("run.msa")))
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# Play one of the 40250 CRaceMotionData one-shot motions. The protocol sends
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# the numeric motion id; paired emotions use the other entity's race to select
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