# EffectRegistry (P5) —— 按名字 / 路径找 `.mse`,缓存解析结果,生成 EffectPlayer。 # # var fxr := preload("res://fx/effect_registry.gd").new() # fxr.setup(assets_root) # fxr.spawn("geompung_3_sword", weapon_bone_node) # 挂到某节点下播一次性 # var pv := fxr.spawn_at("hit_spark", world, global_pos) extends RefCounted ## Lifecycle boundaries of every effect this registry creates. lifetime_ms is the ## MSE-defined length (-1 = looping, lives as long as its owner). fx_finished is ## emitted when the node actually leaves the tree; reason "cleanup" means its own ## playback clock freed it, "removed" means the owner/scene removed it earlier. signal fx_spawned(effect: String, fx_id: int, lifetime_ms: int) signal fx_finished(effect: String, fx_id: int, lifetime_ms: int, elapsed_ms: int, reason: String) const Mse = preload("res://fx/mse.gd") const EffectPlayer = preload("res://fx/effect_player.gd") var assets_root := "" var _path_cache := {} # name -> abs .mse path ("" = not found) var _spec_cache := {} # abs path -> parsed spec # Process-wide so ids stay unique when GameScene rebuilds its registry. static var _next_fx_id := 0 func setup(assets: String) -> void: assets_root = assets # name 可为: 裸名 "xxx"(扫 **/effect/ 下 xxx.mse)· 相对 "effect/xxx.mse" · "d:/ymir work/.../xxx.mse" func resolve(name: String) -> String: if _path_cache.has(name): return _path_cache[name] var p := _resolve_uncached(name) _path_cache[name] = p return p func _resolve_uncached(name: String) -> String: if assets_root == "": return "" var rel := name.replace("\\", "/") if rel.length() >= 2 and rel[1] == ":": rel = rel.substr(2) rel = rel.lstrip("/") if not rel.ends_with(".mse"): rel += ".mse" # 直接 / 散包相对 for cand in [assets_root.path_join(rel)]: if FileAccess.file_exists(cand): return cand 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 FileAccess.file_exists(c): return c # 裸名:按 basename 递归找(限定 effect 目录,限量) if not name.contains("/"): var bn := rel.get_file() var hit := _scan_for(assets_root, bn, 7) if hit != "": return hit return "" func _scan_for(dir: String, basename: String, depth: int) -> String: if depth < 0: return "" var da := DirAccess.open(dir) if da == null: return "" for f in da.get_files(): if f == basename: return dir.path_join(f) for sub in da.get_directories(): if sub.begins_with("."): continue var r := _scan_for(dir.path_join(sub), basename, depth - 1) if r != "": return r return "" func spec_for(name: String) -> Dictionary: var p := resolve(name) if p == "": return {} if _spec_cache.has(p): return _spec_cache[p] var s := Mse.new().parse_file(p) _spec_cache[p] = s return s # 挂到 parent 下(跟随 parent 变换),播一次性 func spawn(name: String, parent: Node3D, one_shot := true) -> Node3D: var s := spec_for(name) if s.is_empty() or parent == null: return null var fx: Node3D = EffectPlayer.new() fx.name = "fx_" + name.get_file().get_basename() fx.one_shot = one_shot fx.build(s, assets_root) parent.add_child(fx) fx.play(one_shot) _track(fx, name) return fx func _track(fx: Node3D, name: String) -> void: _next_fx_id += 1 var fx_id := _next_fx_id var lifetime_ms: int = fx.defined_lifetime_ms fx.tree_exiting.connect(_on_fx_exiting.bind(fx, name, fx_id, lifetime_ms, Time.get_ticks_msec()), CONNECT_ONE_SHOT) fx_spawned.emit(name, fx_id, lifetime_ms) func _on_fx_exiting(fx: Node3D, name: String, fx_id: int, lifetime_ms: int, spawned_ms: int) -> void: var reason := "removed" if is_instance_valid(fx) and not String(fx.finish_reason).is_empty(): reason = fx.finish_reason fx_finished.emit(name, fx_id, lifetime_ms, Time.get_ticks_msec() - spawned_ms, reason) # 在世界某点播一次性 func spawn_at(name: String, world_parent: Node3D, global_pos: Vector3, one_shot := true) -> Node3D: var fx := spawn(name, world_parent, one_shot) if fx: fx.global_position = global_pos return fx func spawn_motion(event: Dictionary, view: Node3D, world_parent: Node3D) -> Node3D: var effect := spawn(String(event.get("effect", "")), world_parent, true) if effect == null: return null var anchor := preload("res://fx/motion_effect_anchor.gd").new() effect.add_child(anchor) if not anchor.configure(view, event): effect.free() return null return effect func spawn_target(event: Dictionary, target: Node3D, world_parent: Node3D) -> Node3D: if not is_instance_valid(target) or bool(event.get("fishing_effect", false)): return null # Fishing requires its separate water landing position. var effect := spawn(String(event.get("effect", "")), world_parent, true) if effect == null: return null var anchor := preload("res://fx/target_effect_anchor.gd").new() effect.add_child(anchor) if not anchor.configure(target, event.get("pos", Vector3.ZERO), bool(event.get("following", false))): effect.free() return null return effect