# RemotePlayerView —— ClientVS22 的远端 PC 表现层。 # # 远端 PC 与本地玩家共用 PlayerView 的 race / GR2 / MSA 装载,但装备来源 # 必须是 awPart[CHR_EQUIPPART_ARMOR..HAIR],不能读取本地 get_equipment()。 extends "res://ui/player_view.gd" const EquipModel = preload("res://ui/equip_model.gd") var remote_equip: Node var _remote_parts: Array = [] var _remote_proto: Node const ITEM_TYPE_WEAPON := 1 const MODE_GENERAL := 1 const MODE_ONEHAND_SWORD := 2 const MODE_TWOHAND_SWORD := 3 const MODE_DUALHAND_SWORD := 4 const MODE_BOW := 5 const MODE_FAN := 6 const MODE_BELL := 7 const WEAPON_MODE := {0: MODE_ONEHAND_SWORD, 1: MODE_DUALHAND_SWORD, 2: MODE_BOW, 3: MODE_TWOHAND_SWORD, 4: MODE_BELL, 5: MODE_FAN} func _ready() -> void: if remote_equip and remote_equip.has_method("refresh_refine_effects"): remote_equip.call_deferred("refresh_refine_effects") func build_remote(assets_root: String, race: int, parts: Array, item_list: RefCounted, proto: Node = null, pump := Callable(), effects: RefCounted = null) -> bool: if not build(assets_root, race, pump): return false _remote_proto = proto _remote_parts = parts.duplicate() while _remote_parts.size() < 4: _remote_parts.append(0) if _remote_parts.size() > 4: _remote_parts = _remote_parts.slice(0, 4) remote_equip = EquipModel.new() remote_equip.name = "RemoteEquipModel" add_child(remote_equip) remote_equip.effect_registry = effects remote_equip.setup_remote(item_list, func() -> Node: return self, assets_root, race, _remote_parts, proto) _refresh_weapon_motion() return true # net_world 按 NetworkActorManager.cpp:473 的顺序调用这四个字段。 func set_armor(vnum: int) -> void: _set_remote_part(EquipModel.PART_ARMOR, vnum) func set_weapon(vnum: int) -> void: _set_remote_part(EquipModel.PART_WEAPON, vnum) _refresh_weapon_motion() func set_head(vnum: int) -> void: _set_remote_part(EquipModel.PART_HEAD, vnum) func set_hair(vnum: int) -> void: _set_remote_part(EquipModel.PART_HAIR, vnum) func _set_remote_part(index: int, vnum: int) -> void: while _remote_parts.size() <= index: _remote_parts.append(0) _remote_parts[index] = vnum if remote_equip: remote_equip._set_remote_part(index, vnum) remote_equip.refresh() func _refresh_weapon_motion() -> void: var vnum := int(_remote_parts[EquipModel.PART_WEAPON]) if _remote_parts.size() > EquipModel.PART_WEAPON else 0 var mode := MODE_GENERAL if vnum > 0 and _remote_proto and _remote_proto.has_method("item"): var item: Dictionary = _remote_proto.item(vnum) if int(item.get("type", -1)) == ITEM_TYPE_WEAPON: mode = int(WEAPON_MODE.get(int(item.get("sub_type", -1)), MODE_GENERAL)) set_motion_mode(mode)