# player_motion_test —— 40250 GC_MOTION / ServerCommand emotion clip mapping。 # godot --headless --path project --script player_motion_test.gd extends SceneTree const PlayerView = preload("res://ui/player_view.gd") const Audio = preload("res://audio.gd") var _fail := 0 func _ck(ok: bool, msg: String) -> void: if not ok: _fail += 1 printerr("FAIL: " + msg) func _init() -> void: await _run() if _fail == 0: print("PASS: player_motion_test") quit(0) else: printerr("%d check(s) failed" % _fail) quit(1) func _run() -> void: if not ClassDB.class_exists("Metin2Model") or not ClassDB.class_exists("Metin2AnimPlayer"): print(" (skip: animation extension not registered)") return var assets := AssetRoot.path() if not DirAccess.dir_exists_absolute(assets.path_join("PC/ymir work/pc/warrior")): print(" (skip: PC assets unavailable)") return var pv: Node = PlayerView.new() get_root().add_child(pv) _ck(pv.build(assets, 0), "warrior PlayerView builds") if pv.anim == null: return await process_frame var body_mesh := pv.model.get_node_or_null("MeshInstance3D") as MeshInstance3D var body_layer := body_mesh.get_layer_mask() if body_mesh != null else 0 _ck(body_mesh != null and body_layer == 2, "character mesh is assigned to the character light layer (got %d)" % body_layer) var audio: Node = Audio.new() get_root().add_child(audio) audio.setup(assets) pv.set_audio(audio) pv.set_anim_state("run") _ck(pv._sound_instances.size() == 3, "PlayerView run motion loads paired .mss instances") _ck(pv.set_motion_id(305), "clap motion resolves") _ck(String(pv.anim.get("anim_path")).ends_with("action/clap.msa"), "clap -> action/clap.msa") _ck(pv.set_motion_id(308, 3), "kiss motion resolves with target job") _ck(String(pv.anim.get("anim_path")).ends_with("action/kiss_with_shaman.msa"), "kiss start + shaman target -> kiss_with_shaman.msa") _ck(pv.set_motion_id(320), "slap hurt motion resolves") _ck(String(pv.anim.get("anim_path")).ends_with("action/slap_hurt.msa"), "slap hurt -> action/slap_hurt.msa") pv.queue_free() audio.queue_free()