Networked client on the existing Godot 4.7 + libgr2 renderer:
- net: m2dev wire protocol (libsodium KX + XChaCha20), auth/select/game
phases, EntityStore world model, ~all GC/CG headers. char create/delete,
private shop / mall / cube, SHOP_GC_START_EX, guild, party (+ CG_PARTY_SET_STATE),
quests, dragon soul, refine, safebox, exchange.
- UI: in-game windows migrated 1:1 from the reference uiscript/root .py —
char status (/stat), inventory+equipment, select-item ([SELECT_ITEM] quest
token), system-option + game-option + ESC system menu, private-shop 39-grid,
party info board, shop tabs, atlas, minimap, quickbar, chat, …
- EterGrnLib polish: GR2 material blend/two-sided, LOD crossfade, motion-event
dispatch, contact shadow, ray-AABB picking, weapon grip pre-transform.
Portable asset IO (A1) — all extension/libgr2/formats/mtproto reads routed
through godot::FileAccess (res:// PCK works on iOS/Android); standalone-lib
*_path() kept for the non-Godot CTests. AssetResolver + PropertyRegistry
switched to a baked index (bake_asset_index.gd) instead of std::filesystem.
Mobile builds: build-{android,ios}.sh, export-android.sh, pack-assets.sh,
gen-debug-keystore.sh. Assets ship as a zip mounted at runtime by
project/asset_pack.gd (adb push now; HTTP download is a drop-in later).
ctest 10/10, 34 GDScript suites, macOS/iOS/Android all build.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_013EJxkHiNKS4kybHS3XKyAJ
111 lines
3.7 KiB
GDScript
111 lines
3.7 KiB
GDScript
# UiAssets (P1) —— 解析 uiscript 里的图片路径(`.sub` / `.tga` / `.png` / `.jpg`)。
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#
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# 路径形如 `d:/ymir work/ui/public/middle_button_01.sub`。解析:
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# 1) 去掉盘符前缀
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# 2) 依次试: <assets>/<rel> · <assets>/<pack>/<rel>(散包目录)
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# 3) `.sub` = 子图描述(title/image/left/top/right/bottom)→ 载入其 image + 裁剪成 AtlasTexture
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# `.dds` 走 Metin2World.load_dds(C++ dxt 解码)运行时解成 Image。
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extends RefCounted
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static var _cache := {}
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static var _dds_helper: Object = null
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# DDS 运行时解码:走 Metin2World.load_dds(C++ 里的 dxt.cpp,DXT1/3/5 + BGRA8)。
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# Godot 无原生运行时 DDS 解码,UI 里的 select.dds / 职业名图都得走这条路。
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static func load_dds_image(path: String) -> Image:
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if path == "" or not FileAccess.file_exists(path):
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return null
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if not ClassDB.class_exists("Metin2World"):
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return null
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if _dds_helper == null or not is_instance_valid(_dds_helper):
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_dds_helper = ClassDB.instantiate("Metin2World")
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var img = _dds_helper.call("load_dds", path)
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return img if img is Image else null
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static func load_tex(assets_root: String, vpath: String) -> Texture2D:
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if vpath == "" or assets_root == "":
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return null
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var key := assets_root + "|" + vpath
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if _cache.has(key):
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return _cache[key]
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var tex: Texture2D = _load_uncached(assets_root, vpath)
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_cache[key] = tex
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return tex
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static func _strip_drive(p: String) -> String:
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var s := p.replace("\\", "/")
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if s.length() >= 2 and s[1] == ":":
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s = s.substr(2)
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return s.lstrip("/")
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static func _resolve(assets_root: String, rel: String) -> String:
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var direct := assets_root.path_join(rel)
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if FileAccess.file_exists(direct):
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return direct
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# 散包:<assets>/<sub>/<rel>
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var da := DirAccess.open(assets_root)
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if da:
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for sub in da.get_directories():
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var cand := assets_root.path_join(sub).path_join(rel)
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if FileAccess.file_exists(cand):
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return cand
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# 大小写不敏感兜底:<assets>/**/ymir work/ui/... —— 只按 basename 找
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return ""
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static func _load_uncached(assets_root: String, vpath: String) -> Texture2D:
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var rel := _strip_drive(vpath)
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var real := _resolve(assets_root, rel)
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if real == "":
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# 试把 .sub 换成 .tga / .png
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for ext: String in [".tga", ".png", ".jpg"]:
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real = _resolve(assets_root, rel.get_basename() + ext)
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if real != "":
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break
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if real == "":
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return null
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if real.get_extension().to_lower() == "sub":
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return _load_sub(real)
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return _load_image_file(real)
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static func _load_image_file(path: String) -> Texture2D:
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var ext := path.get_extension().to_lower()
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if ext == "dds":
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var di := load_dds_image(path)
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return ImageTexture.create_from_image(di) if di != null else null
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var img := Image.new()
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if img.load(path) != OK:
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return null
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return ImageTexture.create_from_image(img)
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static func _load_sub(path: String) -> Texture2D:
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var txt := FileAccess.get_file_as_string(path)
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var image_name := ""
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var l := 0
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var t := 0
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var r := -1
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var b := -1
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for line in txt.split("\n"):
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var parts := line.strip_edges().split(" ", false)
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if parts.size() < 2:
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continue
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match parts[0]:
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"image": image_name = parts[1].strip_edges().trim_prefix('"').trim_suffix('"')
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"left": l = int(parts[1])
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"top": t = int(parts[1])
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"right": r = int(parts[1])
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"bottom": b = int(parts[1])
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if image_name == "":
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return null
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var img_path := path.get_base_dir().path_join(image_name)
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if not FileAccess.file_exists(img_path):
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img_path = path.get_base_dir().path_join(image_name.get_basename() + ".tga")
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var base := _load_image_file(img_path)
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if base == null:
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return null
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if r <= l or b <= t:
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return base
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var at := AtlasTexture.new()
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at.atlas = base
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at.region = Rect2(l, t, r - l, b - t)
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return at
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