Files
mtgodot-poc/project/fx/effect_registry.gd
T
shenandshen c93894313a fix: 装备属性面板避让逻辑 + 多项功能更新
- item_tooltip_view.gd: 新增 avoid_rect 属性,tooltip 与装备窗口重叠时自动推到左侧
- inventory_ui.gd: 悬停装备时传入窗口矩形作为避让区域
- 包含其他累积的功能开发和测试文件
2026-09-21 16:38:59 -07:00

172 lines
6.0 KiB
GDScript

# 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
var _basename_index := {} # lowercase basename / filename -> abs path
var _indexed := false
func setup(assets: String) -> void:
assets_root = assets
_path_cache.clear()
_basename_index.clear()
_indexed = false
func _ensure_basename_index() -> void:
if _indexed or assets_root == "":
return
_indexed = true
var dirs: Array = [assets_root]
while not dirs.is_empty():
var dir: String = dirs.pop_back()
var da := DirAccess.open(dir)
if da == null:
continue
for f in da.get_files():
if f.ends_with(".mse"):
var abs_p := dir.path_join(f)
var fn := f.to_lower()
var bn := f.get_basename().to_lower()
if not _basename_index.has(bn):
_basename_index[bn] = abs_p
if not _basename_index.has(fn):
_basename_index[fn] = abs_p
for sub in da.get_directories():
if sub.begins_with("."):
continue
var sub_low := sub.to_lower()
if sub_low in ["map", "sound", "music", "property", "terrain", "tree", "textureset"]:
continue
dirs.append(dir.path_join(sub))
# 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("\\", "/")
# FlyData resolves sibling AttachFile/BombEffect paths to absolute files.
# EffectRegistry must accept those resolved paths directly; otherwise the
# second path_join below prefixes assets_root a second time and silently
# drops the 40250 effect.
if rel.begins_with("/") and FileAccess.file_exists(rel):
return rel
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: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
if not name.contains("/"):
_ensure_basename_index()
var bn := rel.get_file().get_basename().to_lower()
if _basename_index.has(bn):
return _basename_index[bn]
var fn := rel.get_file().to_lower()
if _basename_index.has(fn):
return _basename_index[fn]
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