- 桥梁与静态物体高度采样修复: - 严格对齐 40250 CMapOutdoor::GetHeight 与 CAttributeInstance::GetHeight - 解析 .mdatr 中的 AttributeHeight 网格,使用 is_in_triangle_2d 准确计算桥面多边形平面方程 - sample_height 查询邻近区块并返回 fMAX(fObjectHeight, fTerrainHeight),彻底解决走上桥面穿透掉入水底/河床的问题 - 新增 test_bridge_height_parity.gd 自动化对拍测试 - 40250 怪物击杀经验动效: - 1:1 实现 FLY_EXP(0) / FLY_HP / FLY_SP 粒子轨迹与爆炸吸附 - 40250 客户端全系统功能对齐(Batches 1-31): - 包含公会、交易、骑乘、变身、钓鱼、采矿、商城、信件、结婚、地牢等 134 套对拍系统与自动化回归测试 - 文档沉淀: - 新增 docs/CLIENT-PARITY-AUDIT-AND-FIX-GUIDE.md 客户端对拍缺陷发现与修复工程指南
166 lines
5.7 KiB
GDScript
166 lines
5.7 KiB
GDScript
# EffectRegistry (P5) —— 按名字 / 路径找 `.mse`,缓存解析结果,生成 EffectPlayer。
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#
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# var fxr := preload("res://fx/effect_registry.gd").new()
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# fxr.setup(assets_root)
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# fxr.spawn("geompung_3_sword", weapon_bone_node) # 挂到某节点下播一次性
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# var pv := fxr.spawn_at("hit_spark", world, global_pos)
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extends RefCounted
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## Lifecycle boundaries of every effect this registry creates. lifetime_ms is the
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## MSE-defined length (-1 = looping, lives as long as its owner). fx_finished is
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## emitted when the node actually leaves the tree; reason "cleanup" means its own
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## playback clock freed it, "removed" means the owner/scene removed it earlier.
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signal fx_spawned(effect: String, fx_id: int, lifetime_ms: int)
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signal fx_finished(effect: String, fx_id: int, lifetime_ms: int, elapsed_ms: int, reason: String)
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const Mse = preload("res://fx/mse.gd")
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const EffectPlayer = preload("res://fx/effect_player.gd")
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var assets_root := ""
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var _path_cache := {} # name -> abs .mse path ("" = not found)
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var _spec_cache := {} # abs path -> parsed spec
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# Process-wide so ids stay unique when GameScene rebuilds its registry.
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static var _next_fx_id := 0
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var _basename_index := {} # lowercase basename / filename -> abs path
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var _indexed := false
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func setup(assets: String) -> void:
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assets_root = assets
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_path_cache.clear()
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_basename_index.clear()
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_indexed = false
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func _ensure_basename_index() -> void:
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if _indexed or assets_root == "":
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return
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_indexed = true
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var dirs: Array = [assets_root]
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while not dirs.is_empty():
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var dir: String = dirs.pop_back()
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var da := DirAccess.open(dir)
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if da == null:
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continue
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for f in da.get_files():
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if f.ends_with(".mse"):
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var abs_p := dir.path_join(f)
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var fn := f.to_lower()
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var bn := f.get_basename().to_lower()
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if not _basename_index.has(bn):
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_basename_index[bn] = abs_p
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if not _basename_index.has(fn):
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_basename_index[fn] = abs_p
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for sub in da.get_directories():
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if sub.begins_with("."):
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continue
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var sub_low := sub.to_lower()
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if sub_low in ["map", "sound", "music", "property", "terrain", "tree", "textureset"]:
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continue
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dirs.append(dir.path_join(sub))
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# name 可为: 裸名 "xxx"(扫 **/effect/ 下 xxx.mse)· 相对 "effect/xxx.mse" · "d:/ymir work/.../xxx.mse"
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func resolve(name: String) -> String:
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if _path_cache.has(name):
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return _path_cache[name]
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var p := _resolve_uncached(name)
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_path_cache[name] = p
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return p
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func _resolve_uncached(name: String) -> String:
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if assets_root == "":
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return ""
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var rel := name.replace("\\", "/")
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if rel.length() >= 2 and rel[1] == ":":
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rel = rel.substr(2)
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rel = rel.lstrip("/")
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if not rel.ends_with(".mse"):
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rel += ".mse"
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# 直接 / 散包相对
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for cand in [assets_root.path_join(rel)]:
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if FileAccess.file_exists(cand):
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return cand
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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 c := assets_root.path_join(sub).path_join(rel)
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if FileAccess.file_exists(c):
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return c
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# 裸名:从快速特效索引中查找,避免递归全盘扫描造成主线程卡死
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if not name.contains("/"):
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_ensure_basename_index()
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var bn := rel.get_file().get_basename().to_lower()
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if _basename_index.has(bn):
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return _basename_index[bn]
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var fn := rel.get_file().to_lower()
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if _basename_index.has(fn):
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return _basename_index[fn]
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return ""
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func spec_for(name: String) -> Dictionary:
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var p := resolve(name)
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if p == "":
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return {}
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if _spec_cache.has(p):
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return _spec_cache[p]
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var s := Mse.new().parse_file(p)
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_spec_cache[p] = s
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return s
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# 挂到 parent 下(跟随 parent 变换),播一次性
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func spawn(name: String, parent: Node3D, one_shot := true) -> Node3D:
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var s := spec_for(name)
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if s.is_empty() or parent == null:
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return null
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var fx: Node3D = EffectPlayer.new()
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fx.name = "fx_" + name.get_file().get_basename()
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fx.one_shot = one_shot
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fx.build(s, assets_root)
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parent.add_child(fx)
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fx.play(one_shot)
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_track(fx, name)
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return fx
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func _track(fx: Node3D, name: String) -> void:
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_next_fx_id += 1
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var fx_id := _next_fx_id
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var lifetime_ms: int = fx.defined_lifetime_ms
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fx.tree_exiting.connect(_on_fx_exiting.bind(fx, name, fx_id, lifetime_ms, Time.get_ticks_msec()),
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CONNECT_ONE_SHOT)
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fx_spawned.emit(name, fx_id, lifetime_ms)
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func _on_fx_exiting(fx: Node3D, name: String, fx_id: int, lifetime_ms: int, spawned_ms: int) -> void:
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var reason := "removed"
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if is_instance_valid(fx) and not String(fx.finish_reason).is_empty():
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reason = fx.finish_reason
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fx_finished.emit(name, fx_id, lifetime_ms, Time.get_ticks_msec() - spawned_ms, reason)
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# 在世界某点播一次性
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func spawn_at(name: String, world_parent: Node3D, global_pos: Vector3, one_shot := true) -> Node3D:
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var fx := spawn(name, world_parent, one_shot)
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if fx:
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fx.global_position = global_pos
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return fx
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func spawn_motion(event: Dictionary, view: Node3D, world_parent: Node3D) -> Node3D:
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var effect := spawn(String(event.get("effect", "")), world_parent, true)
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if effect == null:
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return null
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var anchor := preload("res://fx/motion_effect_anchor.gd").new()
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effect.add_child(anchor)
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if not anchor.configure(view, event):
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effect.free()
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return null
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return effect
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func spawn_target(event: Dictionary, target: Node3D, world_parent: Node3D) -> Node3D:
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if not is_instance_valid(target) or bool(event.get("fishing_effect", false)):
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return null # Fishing requires its separate water landing position.
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var effect := spawn(String(event.get("effect", "")), world_parent, true)
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if effect == null: return null
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var anchor := preload("res://fx/target_effect_anchor.gd").new()
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effect.add_child(anchor)
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if not anchor.configure(target, event.get("pos", Vector3.ZERO), bool(event.get("following", false))):
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effect.free()
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return null
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return effect
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