- 连击类型由 combo_changed 驱动(SetComboSkillFlag,技能 122 等级) - 命中判定改为 .msa 刀尖 Z 圆柱 vs .msm 防御球(hit_collision.gd 逐行移植) - _register_hit 改为 map::insert 语义,修正命中上限 - 攻速同时缩放 GetAttackingElapsedTime 与攻击动作速率;按武器动作模式目录绑定攻击段 - 去掉本地连击超时,motion_bound 清命中表 / 连击段号 - __ProcessDataAttackSuccess:InsertDelay 硬直、physics_push.gd 击退 + GetBlendingPosition 同步、 命中特效、__HitGood / __HitGreate / __HitStone 受击动作链与抖动(ui/hit_reaction.gd) - ClassicSession::send_use_skill 不再夹带 CG_FLY_TARGETING - mac 前进 / 后退方向与技能释放修复;武器按职业骨骼挂到手上 - 新增 hit_collision / physics_push / hit_view / net_world_push / weapon_attach 测试; gpu_pose_bounds / race_motion_assembly 适配 damage 随机变体 - 文档:CLIENT-GAP.md、CLIENT-GAP-FIX.md §3.5 / §3.7 与 C.5 增量 130 Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Ft3kXpNdLbKEfg5uDLfqVF
50 lines
2.0 KiB
GDScript
50 lines
2.0 KiB
GDScript
extends SceneTree
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const PlayerView = preload("res://ui/player_view.gd")
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const EquipModel = preload("res://ui/equip_model.gd")
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var failures: Array[String] = []
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func _initialize() -> void:
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call_deferred("run")
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func check(ok: bool, message: String) -> void:
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if not ok:
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failures.append(message)
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printerr(message)
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func run() -> void:
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for race in 8:
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var pv := PlayerView.new()
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root.add_child(pv)
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if not pv.build(AssetRoot.path(), race):
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check(false, "race %d failed to build" % race)
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pv.queue_free()
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continue
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pv.anim.set_process(false)
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pv.anim.set("blend_time", 0.0)
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var equip := EquipModel.new()
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pv.add_child(equip)
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equip.setup_remote(null, func() -> Node: return pv, AssetRoot.path(), race, [0, 0, 0, 0])
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# MSM is an independent asset authority for the equipped body's gender.
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var body_dir := String(pv.model.get("gr2_path")).get_base_dir().to_lower()
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check(body_dir == pv.motion_dir.get_base_dir().to_lower(),
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"race %d: MSM body and animation directories differ" % race)
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check(String(pv.model.get("hair_gr2")).to_lower().begins_with(body_dir + "/"),
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"race %d: hair is from a different resource family" % race)
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for motion in ["wait", "walk", "run", "attack", "damage", "dead"]:
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pv.set_anim_state(motion)
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# damage is registered as two equal-weight variants (damage / damage_1).
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var variants: Array = PlayerView.REACTION_FILES.get(motion, [motion])
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check(String(pv.anim.get("anim_path")).get_file().get_basename() in variants,
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"race %d: missing %s motion" % [race, motion])
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for fraction in [0.0, 0.5, 1.0]:
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pv.anim.set("time", float(pv.anim.call("get_duration")) * fraction)
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for mi in pv.model.find_children("*", "MeshInstance3D", true, false):
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var bounds: AABB = mi.get_aabb()
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check(bounds.position.is_finite() and bounds.size.is_finite() and bounds.size.length() > 0,
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"race %d: invalid bounds in %s" % [race, motion])
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pv.queue_free()
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await process_frame
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print("race_motion_assembly_test: failures=", failures.size(), " (8 races, 6 motions, 3 samples)")
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quit(0 if failures.is_empty() else 1)
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