# PlayerView (P2) —— 本地玩家的真模型:Metin2Model + Metin2AnimPlayer。 # # var pv := preload("res://ui/player_view.gd").new() # pv.build(assets_root, race) # race 0..7(GC_MAIN_CHARACTER.race) # game_scene.set_player_model(pv) # pv.set_anim_state("run") # wait/walk/run/attack/dead # # 转发 weapon_gr2 / gr2_path / hair_gr2 / hair_skin 的 set 给内部 Metin2Model, # 所以 equip_model.gd 可以直接 `player.set("weapon_gr2", path)`。 extends Node3D # race -> (class, 是否女). playersettingmodule: 0=WAR_M 1=ASN_W 2=SURA_M 3=SHA_W # 4=WAR_W 5=ASN_M 6=SURA_W 7=SHA_M const CLASS_OF := ["warrior", "assassin", "sura", "shaman"] const FEMALE_RACES := [1, 3, 4, 6] var model: Node # Metin2Model var anim: Node # Metin2AnimPlayer var motion_dir := "" var _state := "" var _forward := ["weapon_gr2", "shield_gr2", "gr2_path", "hair_gr2", "hair_skin", "specular_power"] # pump 可空:每个重活(gr2 解析 / LOD 扫描 / hair 折叠 / .msa 解析)之间调一下 # 它(= M2Client.net_poll),免得整段阻塞几秒漏 PONG 被服务器踢。 func build(assets_root: String, race: int, pump := Callable()) -> bool: if not ClassDB.class_exists("Metin2Model"): return false var cls: String = CLASS_OF[race & 3] var pc_dir := "pc2/ymir work/pc2/%s" % cls if race in FEMALE_RACES else "PC/ymir work/pc/%s" % cls var base := _resolve_dir(assets_root, pc_dir) if base == "": base = _resolve_dir(assets_root, "PC/ymir work/pc/%s" % cls) # 兜底用男模 if base == "": return false motion_dir = base.path_join("general") model = ClassDB.instantiate("Metin2Model") model.name = "Metin2Model" model.set("texture_dir", base) if pump.is_valid(): pump.call() var body := _first_existing([base.path_join("%s_novice.gr2" % cls), base.path_join("%s.gr2" % cls)]) if body != "": model.set("gr2_path", body) # 重:解 gr2 + 建网格 + 扫 3 级 LOD if pump.is_valid(): pump.call() var hair := _first_existing([base.path_join("hair/hair_1_1.gr2"), base.path_join("hair/hair_01.gr2")]) if hair != "": model.set("hair_gr2", hair) # 重:解 hair gr2 + 折进网格 if pump.is_valid(): pump.call() add_child(model) if ClassDB.class_exists("Metin2AnimPlayer"): anim = ClassDB.instantiate("Metin2AnimPlayer") anim.set("model_path", NodePath("../Metin2Model")) anim.set("loop", true) anim.set("blend_time", 0.15) add_child(anim) if pump.is_valid(): pump.call() set_anim_state("wait") # 重:解 .msa if pump.is_valid(): pump.call() CharShadow.attach(self, 1.3) # 脚下接触阴影 + 强制 cast_shadow return true func set_anim_state(s: String) -> void: if s == _state or anim == null or motion_dir == "": return _state = s var msa := motion_dir.path_join(s + ".msa") if not FileAccess.file_exists(msa): msa = motion_dir.path_join(s + ".gr2") if FileAccess.file_exists(msa): anim.set("loop", s in ["wait", "walk", "run"]) anim.set("anim_path", msa) func _set(prop: StringName, val: Variant) -> bool: if String(prop) in _forward and model: model.set(prop, val) return true return false # --- 路径解析 ------------------------------------------------------------- func _resolve_dir(assets_root: String, rel: String) -> String: var d := assets_root.path_join(rel) if DirAccess.dir_exists_absolute(d): return d var da := DirAccess.open(assets_root) if da: for sub in da.get_directories(): var c := assets_root.path_join(sub).path_join(rel) if DirAccess.dir_exists_absolute(c): return c return "" func _first_existing(paths: Array) -> String: for p: String in paths: if FileAccess.file_exists(p): return p return ""