Files
mtgodot-poc/project/fx/motion_effect_anchor.gd
T
shenandshen 66d217b313 feat(client): 完成40250客户端核心功能1:1对齐与桥梁高度采样修复
- 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
2026-09-19 08:51:25 -07:00

45 lines
1.6 KiB
GDScript

# 40250 ActorInstanceMotionEvent / ActorInstanceAttach: bone * offset * actor
# in row-vector order. The Godot equivalent is actor * offset * bone.
extends Node
const SOURCE_TO_METRES := Transform3D(Basis(Vector3(0.01, 0, 0), Vector3(0, 0, -0.01), Vector3(0, 0.01, 0)), Vector3.ZERO)
var model: Node3D
var animator: Node
var event := {}
func configure(view: Node3D, data: Dictionary) -> bool:
model = view.get("model")
animator = view.get("anim")
event = data.duplicate()
# Sample immediately, then after animation (default priority 0) every frame.
process_priority = 100
if not update_anchor():
return false
var attached := bool(event.get("attaching", false))
set_process(not bool(event.get("independent", false)) and
(not attached or bool(event.get("following", false))))
return true
func update_anchor() -> bool:
if not is_instance_valid(model):
return false
if not model.is_inside_tree():
return true
var bone := Transform3D.IDENTITY
if bool(event.get("attaching", false)) and not bool(event.get("independent", false)):
if not is_instance_valid(animator):
return false
var bname := String(event.get("bone", ""))
if bname == "missing":
return false
var pose: Dictionary = animator.get_effect_bone_pose(bname)
if not pose.is_empty() and "transform" in pose:
bone = pose.transform
var offset := Transform3D(Basis.IDENTITY, event.get("pos", Vector3.ZERO))
get_parent().global_transform = model.global_transform * offset * bone * SOURCE_TO_METRES.affine_inverse()
return true
func _process(_delta: float) -> void:
if not update_anchor():
get_parent().queue_free()