Metin2 game client (P0–P11) + mobile asset pipeline
Networked client on the existing Godot 4.7 + libgr2 renderer:
- net: m2dev wire protocol (libsodium KX + XChaCha20), auth/select/game
phases, EntityStore world model, ~all GC/CG headers. char create/delete,
private shop / mall / cube, SHOP_GC_START_EX, guild, party (+ CG_PARTY_SET_STATE),
quests, dragon soul, refine, safebox, exchange.
- UI: in-game windows migrated 1:1 from the reference uiscript/root .py —
char status (/stat), inventory+equipment, select-item ([SELECT_ITEM] quest
token), system-option + game-option + ESC system menu, private-shop 39-grid,
party info board, shop tabs, atlas, minimap, quickbar, chat, …
- EterGrnLib polish: GR2 material blend/two-sided, LOD crossfade, motion-event
dispatch, contact shadow, ray-AABB picking, weapon grip pre-transform.
Portable asset IO (A1) — all extension/libgr2/formats/mtproto reads routed
through godot::FileAccess (res:// PCK works on iOS/Android); standalone-lib
*_path() kept for the non-Godot CTests. AssetResolver + PropertyRegistry
switched to a baked index (bake_asset_index.gd) instead of std::filesystem.
Mobile builds: build-{android,ios}.sh, export-android.sh, pack-assets.sh,
gen-debug-keystore.sh. Assets ship as a zip mounted at runtime by
project/asset_pack.gd (adb push now; HTTP download is a drop-in later).
ctest 10/10, 34 GDScript suites, macOS/iOS/Android all build.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_013EJxkHiNKS4kybHS3XKyAJ
This commit is contained in:
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# MobView (真机字节校准收尾) —— 怪 / NPC 的真模型:Metin2Model + Metin2AnimPlayer。
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#
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# var mv := preload("res://ui/mob_view.gd").new()
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# if mv.build(assets_root, proto, race): # race = mob_proto vnum(GC_CHARACTER_ADD.race)
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# ...
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# mv.set_anim_state("run") # wait/run/attack/damage/dead/skill/emotion
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#
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# 目录:<assets>/*/ymir work/{monster,npc}/<mob_proto.name>/
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# <name>.gr2 = 基础网格,<name>.dds = 贴图,motlist.txt = 动作索引表:
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# GENERAL WAIT 00.msa 65 (组 动作名 文件 权重)
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extends Node3D
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# net_world 的状态名 -> motlist.txt 的动作名(按优先级取第一个存在的)
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const STATE_MOTIONS := {
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"wait": ["WAIT", "WAIT1"],
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"walk": ["WALK", "RUN"],
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"run": ["RUN", "WALK"],
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"attack": ["NORMAL_ATTACK", "NORMAL_ATTACK1", "SPECIAL_1"],
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"combo": ["NORMAL_ATTACK1", "NORMAL_ATTACK"],
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"skill": ["SPECIAL_1", "SKILL", "NORMAL_ATTACK"],
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"damage": ["FRONT_DAMAGE", "DAMAGE", "BACK_DAMAGE"],
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"dead": ["FRONT_DEAD", "DEAD", "BACK_DEAD"],
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"emotion": ["WAIT"],
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}
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var model: Node # Metin2Model
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var anim: Node # Metin2AnimPlayer
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var _dir := ""
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var _motions := {} # MOTION_NAME(String) -> 绝对 .msa 路径
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var _state := ""
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# root/npclist.txt: vnum -> 模型代号(bear_brown / tiger_big / stray_dog…)。
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# 翻译版 mob_proto 把 szName 也本地化了("Brown Bear"),解不出目录,必须靠这张表。
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static var _npclist: Dictionary = {}
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static var _npclist_loaded := false
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static func _load_npclist(assets_root: String) -> void:
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if _npclist_loaded:
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return
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_npclist_loaded = true
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for rel in ["root/npclist.txt", "npclist.txt", "locale/npclist.txt"]:
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var p := assets_root.path_join(rel)
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if not FileAccess.file_exists(p):
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continue
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var f := FileAccess.open(p, FileAccess.READ)
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while f and not f.eof_reached():
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var line := f.get_line().strip_edges()
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if line == "":
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continue
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var parts := line.split("\t", false)
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if parts.size() < 2:
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parts = line.split(" ", false)
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if parts.size() < 2:
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continue
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var vnum := int(parts[0])
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var code := String(parts[1]).strip_edges()
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if vnum > 0 and code != "":
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_npclist[vnum] = code
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break
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func build(assets_root: String, proto: Node, race: int, pump := Callable()) -> bool:
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if not ClassDB.class_exists("Metin2Model") or race < 1:
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return false
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_load_npclist(assets_root)
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# 候选代号:npclist 优先,proto 名兜底
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var stems: Array[String] = []
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var code: String = _npclist.get(race, "")
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if code != "":
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stems.append(code)
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for c: String in _folder_candidates(proto, race):
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if not stems.has(c):
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stems.append(c)
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# 逐个代号:目录名从完整代号逐段回退(bear_brown -> bear),网格名保留完整代号
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var mesh_stem := ""
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for stem in stems:
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var segs := stem.split("_")
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for cut in range(segs.size(), 0, -1):
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var folder := "_".join(segs.slice(0, cut))
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var d := _find_dir(assets_root, folder)
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if d != "":
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_dir = d
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mesh_stem = stem
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break
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if _dir != "":
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break
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if _dir == "":
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return false
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var gr2 := _dir.path_join(mesh_stem + ".gr2")
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if not FileAccess.file_exists(gr2):
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gr2 = _dir.path_join(_dir.get_file() + ".gr2") # 目录同名主网格
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if not FileAccess.file_exists(gr2):
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gr2 = _pick_base_gr2() # 目录里第一个非动作 .gr2
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if gr2 == "":
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return false
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if pump.is_valid(): pump.call()
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model = ClassDB.instantiate("Metin2Model")
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model.name = "Metin2Model"
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model.set("texture_dir", _dir)
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model.set("gr2_path", gr2) # 重:解 gr2 + 建网格
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if pump.is_valid(): pump.call()
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add_child(model)
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_load_motlist()
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if ClassDB.class_exists("Metin2AnimPlayer"):
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anim = ClassDB.instantiate("Metin2AnimPlayer")
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anim.set("model_path", NodePath("../Metin2Model"))
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anim.set("blend_time", 0.15)
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add_child(anim)
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set_anim_state("wait")
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CharShadow.attach(self, 1.6) # 怪脚印大一点
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return true
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func set_anim_state(s: String) -> void:
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if s == _state or anim == null:
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return
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_state = s
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var msa := _motion_for(s)
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if msa == "":
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return
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anim.set("loop", s in ["wait", "walk", "run"])
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anim.set("anim_path", msa)
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# 供 net_world._on_info 用(如果它调 set_display_name)
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func set_display_name(_n: String) -> void:
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pass
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# --- 内部 -------------------------------------------------------------------
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func _folder_candidates(proto: Node, race: int) -> Array:
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if proto == null or not proto.has_method("mob"):
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return []
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var m: Dictionary = proto.mob(race)
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if m.is_empty():
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return []
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var out: Array = []
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var raws: Array[String] = [String(m.get("name", "")), String(m.get("locale_name", ""))]
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for raw in raws:
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var s: String = raw.strip_edges().to_lower()
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if s == "":
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continue
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for c in [s.replace(" ", "_"), s.replace(" ", ""), s.replace(" ", "-")]:
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if c != "" and not out.has(c):
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out.append(c)
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return out
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func _motion_for(state: String) -> String:
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for mo: String in STATE_MOTIONS.get(state, []):
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if _motions.has(mo):
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return _motions[mo]
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# 兜底:目录里有 <mo>.msa 直接用
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for mo: String in STATE_MOTIONS.get(state, []):
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var p := _dir.path_join(mo.to_lower() + ".msa")
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if FileAccess.file_exists(p):
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return p
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return _motions.get("WAIT", "")
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func _load_motlist() -> void:
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var ml := _dir.path_join("motlist.txt")
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if not FileAccess.file_exists(ml):
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return
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var f := FileAccess.open(ml, FileAccess.READ)
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while f and not f.eof_reached():
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var parts := f.get_line().strip_edges().split(" ", false)
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if parts.size() >= 3:
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var motion := String(parts[1])
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var file := String(parts[2])
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var abs := _dir.path_join(file)
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if FileAccess.file_exists(abs):
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_motions[motion] = abs
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func _pick_base_gr2() -> String:
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var da := DirAccess.open(_dir)
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if da == null:
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return ""
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for fn in da.get_files():
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if not fn.ends_with(".gr2"):
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continue
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if fn.contains("_lod_"):
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continue
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# 动作文件通常是纯数字命名(00.gr2 / 20_1.gr2)
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var stem := fn.get_basename()
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if stem.is_valid_int() or (stem.contains("_") and stem.split("_")[0].is_valid_int()):
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continue
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return _dir.path_join(fn)
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return ""
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func _find_dir(assets_root: String, folder: String) -> String:
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# <assets>/*/ymir work/{monster,npc}/<folder>
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var rels := [
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"ymir work/monster/%s" % folder,
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"ymir work/monster2/%s" % folder,
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"ymir work/npc/%s" % folder,
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"ymir work/npc2/%s" % folder,
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"Monster/ymir work/monster/%s" % folder,
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"Monster/ymir work/monster2/%s" % folder,
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"NPC/ymir work/npc/%s" % folder,
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"NPC/ymir work/npc2/%s" % folder,
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]
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for rel: String in rels:
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var d := assets_root.path_join(rel)
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if DirAccess.dir_exists_absolute(d):
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return d
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var da := DirAccess.open(assets_root)
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if da:
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for sub in da.get_directories():
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for rel: String in rels:
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var c := assets_root.path_join(sub).path_join(rel)
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if DirAccess.dir_exists_absolute(c):
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return c
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return ""
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