# weapon_attach_test —— 武器挂点按种族 + 左右手(真 PlayerView + 真 gr2)。 # godot --headless --path project --script weapon_attach_test.gd # # 参考端 playersettingmodule.py RegisterAttachingBoneName: # warrior PART_WEAPON=equip_right_hand (661) # assassin PART_WEAPON=equip_right PART_WEAPON_LEFT=equip_left (873-874) # sura PART_WEAPON=equip_right (999) # shaman PART_WEAPON=equip_right PART_WEAPON_LEFT=equip_left (1190-1191) # ActorInstanceAttach.cpp AttachWeapon:GetAttachingBoneName 失败(该职业没登记左手)就不挂。 # PlayerView 的 shield_gr2 槽 = PART_WEAPON_LEFT(参考端没有盾牌挂件)。 extends SceneTree const PlayerView = preload("res://ui/player_view.gd") const RIGHT_BONE := ["equip_right_hand", "equip_right", "equip_right", "equip_right"] const LEFT_BONE := ["", "equip_left", "", "equip_left"] const MAX_GRIP_M := 0.10 var _fail := 0 func _ck(c: bool, m: String) -> void: if not c: _fail += 1 printerr("FAIL: " + m) func _init() -> void: await _run() if _fail == 0: print("PASS: weapon_attach_test (race attaching bones + left/right hand)") quit(0) else: printerr("%d check(s) failed" % _fail) quit(1) func _run() -> void: if not ClassDB.class_exists("Metin2Model"): print(" (skip: no Metin2Model extension)") return var assets := AssetRoot.path() var weapon_dir := assets.path_join("item/ymir work/item/weapon") var sword := weapon_dir.path_join("00010.gr2") var dagger := weapon_dir.path_join("04000.gr2") if not FileAccess.file_exists(sword) or not FileAccess.file_exists(dagger): print(" (skip: weapon gr2 assets missing)") return await process_frame for race in 8: var job := race & 3 var pv = PlayerView.new() get_root().add_child(pv) if not pv.build(assets, race): print(" (skip race %d: body assets missing)" % race) pv.free() continue pv.set("weapon_gr2", sword) pv.set("shield_gr2", dagger) for i in 3: await process_frame var right := pv.model.get_node_or_null("Weapon") as Node3D _ck(right != null, "race %d: right-hand weapon attached (%s)" % [race, RIGHT_BONE[job]]) if right: _ck(_near(pv, right, RIGHT_BONE[job]), "race %d: weapon sits on %s" % [race, RIGHT_BONE[job]]) var left := pv.model.get_node_or_null("Shield") as Node3D if LEFT_BONE[job] == "": _ck(left == null, "race %d: no PART_WEAPON_LEFT bone registered -> nothing on left hand" % race) else: _ck(left != null, "race %d: left-hand weapon attached (%s)" % [race, LEFT_BONE[job]]) if left: _ck(_near(pv, left, LEFT_BONE[job]), "race %d: left weapon sits on %s" % [race, LEFT_BONE[job]]) pv.queue_free() await process_frame func _near(pv: Node, node: Node3D, bone: String) -> bool: var pose: Dictionary = pv.anim.call("get_effect_bone_pose", bone) if pose.is_empty(): printerr(" bone %s has no pose" % bone) return false var hand: Vector3 = (pv.model as Node3D).global_transform * (pose["transform"] as Transform3D).origin var d := node.global_position.distance_to(hand) if d > MAX_GRIP_M: printerr(" %s is %.3f m from %s" % [node.name, d, bone]) return d <= MAX_GRIP_M