# W6 —— 玩家 / NPC / 第三人称相机。SHINSOO §9-W6。 # 交互:godot --path project --script world_demo.gd -- --play # 左键点地走过去 / 左键点 NPC 选中 · WASD 直接走 · 右键拖拽转视角 · 滚轮缩放 · Shift 跑 # 截图:默认(无 --play)跑脚本化「前进」并存 test/golden/world-a1-r2.png extends SceneTree const GameCamera = preload("res://game_camera.gd") const PlayerCtl = preload("res://player_controller.gd") var _world: Node var _player: Node3D var _model: Node3D var _anim: Node var _npc_anim: Node var _npc: Node3D var _cam: Camera3D var _pc: Node # PlayerController var _target: Node3D # 当前选中实体 var _anim_state := "" var _audio: Node var _assets := "" var _t := 0.0 var _shot_mode := false var _shot_done := false func _init() -> void: _assets = AssetRoot.path() _shot_mode = "--play" not in OS.get_cmdline_user_args() # 默认脚本化截图;`-- --play` 进交互 _world = ClassDB.instantiate("Metin2World") _world.set("assets_root", _assets) _world.set("map_path", "OutdoorA1/metin2_map_a1") _world.set("auto_load", false) _world.set("load_radius_tiles", 1) # W8: 3×3 流式 _world.set("stream_budget", 3) get_root().add_child(_world) var ok: bool = _world.call("load_map") print("load ok=", ok, " ", _world.call("get_load_report")) # 出生点:村庄一带(全局 cm) var spawn_cm := Vector3(45000.0, -38000.0, 17800.0) var gx := spawn_cm.x * 0.01 var gz := -spawn_cm.y * 0.01 var gy: float = _world.call("sample_height", gx, gz) _world.call("set_focus_position", gx, gz) # 流式对准出生点 _player = Node3D.new() _player.name = "Player" _player.position = Vector3(gx, gy, gz) get_root().add_child(_player) _model = ClassDB.instantiate("Metin2Model") _model.name = "Metin2Model" _model.set("texture_dir", _assets.path_join("PC/ymir work/pc/warrior")) _model.set("gr2_path", _assets.path_join("PC/ymir work/pc/warrior/warrior_cheongrin.gr2")) _model.set("hair_gr2", _assets.path_join("PC/ymir work/pc/warrior/hair/hair_1_1.gr2")) # SourceSkin(hair_1_1.dds) -> TargetSkin 换色(PARITY §2.4) _model.set("hair_skin", _assets.path_join("PC/ymir work/pc/warrior/warrior_hair_01_red.dds")) # 一手剑挂 equip_right_hand(PARITY §2.1;无物品系统,demo 写死) _model.set("weapon_gr2", _assets.path_join("item/ymir work/item/weapon/00040.gr2")) _player.add_child(_model) _audio = preload("res://audio.gd").new() get_root().add_child(_audio) _audio.setup(_assets) if ClassDB.class_exists("Metin2AnimPlayer"): _anim = ClassDB.instantiate("Metin2AnimPlayer") _anim.set("model_path", NodePath("../Metin2Model")) _anim.set("loop", true) _player.add_child(_anim) # .msa 动作事件里的声音(脚步 / 挥击等)-> 3D 定位播放 _anim.connect("motion_event", func(_type, _effect, sound, _pos): if _audio and sound != "": _audio.play_at(sound, _model.global_position, _player)) _set_anim("wait") _spawn_npc(Vector3(gx + 6.0, 0.0, gz + 4.0)) var hud := preload("res://hud.gd").new() get_root().add_child(hud) hud.setup(_world, _player) _cam = GameCamera.new() _cam.target = _player _cam.world = _world get_root().add_child(_cam) _cam.make_current() _pc = PlayerCtl.new() _pc.player = _player _pc.camera = _cam _pc.world = _world _pc.force_run = _shot_mode get_root().add_child(_pc) _pc.anim_state.connect(_set_anim) _pc.moved.connect(func(p): _world.call("set_focus_position", p.x, p.z)) # F5:后台暂停游戏树 + 停 BGM + 降帧;前台还原(截图模式下不挂,免打断脚本) if not _shot_mode: var life := preload("res://app_lifecycle.gd").new() get_root().add_child(life) life.bind(null, _audio) _pc.target_selected.connect(func(n): _target = n print("[target] ", n.name, " @ ", n.global_position)) if _npc: _pc.pickables.append(_npc) func _spawn_npc(pos: Vector3) -> void: var npc := Node3D.new() npc.name = "NPC" npc.position = Vector3(pos.x, _world.call("sample_height", pos.x, pos.z), pos.z) npc.rotation.y = PI get_root().add_child(npc) _npc = npc var m: Node3D = ClassDB.instantiate("Metin2Model") m.name = "Metin2Model" m.set("texture_dir", _assets.path_join("PC/ymir work/pc/shaman")) m.set("gr2_path", _assets.path_join("PC/ymir work/pc/shaman/shaman_lord.gr2")) npc.add_child(m) var tag := Label3D.new() tag.text = "村民" tag.position = Vector3(0, 2.2, 0) tag.billboard = BaseMaterial3D.BILLBOARD_ENABLED tag.no_depth_test = false tag.pixel_size = 0.012 npc.add_child(tag) if ClassDB.class_exists("Metin2AnimPlayer"): _npc_anim = ClassDB.instantiate("Metin2AnimPlayer") _npc_anim.set("model_path", NodePath("../Metin2Model")) _npc_anim.set("loop", true) _npc_anim.set("anim_path", _assets.path_join("PC/ymir work/pc/shaman/general/wait.msa")) npc.add_child(_npc_anim) func _set_anim(state: String) -> void: if state == _anim_state or _anim == null: return _anim_state = state var map := {"wait": "general/wait.msa", "walk": "general/walk.msa", "run": "general/run.msa"} var f: String = map[state] _anim.set("anim_path", _assets.path_join("PC/ymir work/pc/warrior/" + f)) func _process(dt: float) -> bool: _t += dt if int(_t * 2.0) != int((_t - dt) * 2.0): print("t=%.1f player=%s anim=%s perf=%s" % [_t, _player.position, _anim_state, _world.call("get_perf")]) # 脚本化截图:走向一个前方点(展示点地移动 + 相机跟随),再选中 NPC if _shot_mode: if _t > 2.4 and _t < 2.5: var ahead := _player.position - _player.global_transform.basis.z * 60.0 _pc.call("walk_to", Vector3(ahead.x, 0, ahead.z)) if _t > 6.0 and _t < 6.1 and _npc: _pc.target_selected.emit(_npc) if _shot_mode and _t > 7.0 and not _shot_done: _shot_done = true var img := get_root().get_texture().get_image() var p := ProjectSettings.globalize_path("res://../test/golden/world-a1-r2.png") DirAccess.make_dir_recursive_absolute(p.get_base_dir()) img.save_png(p) print("saved world-a1-r2.png ", img.get_size(), " player=", _player.position, " anim=", _anim_state, " target=", (_target.name if _target else "none")) quit(0) return false func _finalize() -> void: pass