Files
mtgodot-poc/project/motion_event_fly_test.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

98 lines
3.0 KiB
GDScript

# motion_event_fly_test —— 40250 local MotionEventType=6 parity。
# `.msa` FLY 帧必须按 FlyFileName 创建本地弹道;CG_SHOOT 仍由 GameScene
# 单独发送,服务器 GC_CREATE_FLY 不应被拿来替代这条本地视觉路径。
extends SceneTree
const AssetRoot = preload("res://asset_root.gd")
const FlyObject = preload("res://fly_object.gd")
const NetWorld = preload("res://net_world.gd")
const GameScene = preload("res://game_scene.gd")
class Client extends Node:
var shots: Array[int] = []
func get_main_vid() -> int:
return 1
func shoot(skill: int) -> bool:
shots.append(skill)
return true
var failures := 0
func check(ok: bool, label: String) -> void:
if not ok:
failures += 1
printerr("FAIL: " + label)
func _init() -> void:
call_deferred("run")
func run() -> void:
await process_frame
var mount := Node3D.new()
get_root().add_child(mount)
var world := NetWorld.new()
get_root().add_child(world)
world.parent = mount
world._assets_root = AssetRoot.path()
var manager := FlyObject.new()
manager.manual_step = true
get_root().add_child(manager)
manager.setup(mount, null, AssetRoot.path())
world._fly_mgr = manager
var actor := Node3D.new()
actor.position = Vector3(0, 1, 0)
get_root().add_child(actor)
var target := Node3D.new()
target.position = Vector3(0, 1, -8)
get_root().add_child(target)
var event := {
"type": 6,
"fly_file": "d:/ymir work/pc/assassin/effect/arrow_01_fast.msf",
"fly_pos": Vector3.ZERO,
"fly_bone": "",
"fly_attaching": false,
}
check(world.spawn_motion_fly(actor, event, target, 7),
"valid FlyFileName creates the local motion projectile")
check(manager.active_count() == 1, "local motion projectile enters FlyManager once")
if manager.active_count() == 1:
var before: Vector3 = manager._instances[0].pos
manager.step(0.01)
check(manager._instances[0].pos != before, "local motion projectile advances")
var missing := event.duplicate()
missing.fly_file = "d:/ymir work/pc/assassin/effect/missing.msf"
check(not world.spawn_motion_fly(actor, missing, target),
"missing FlyFileName follows reference create failure")
check(manager.active_count() == 1, "missing fly resource does not add a duplicate instance")
# GameScene keeps the two 40250 side effects separate: one local visual
# instance plus one queued CG_SHOOT at the same motion frame.
manager.clear_for_map_change()
var game := GameScene.new()
var client := Client.new()
get_root().add_child(game)
get_root().add_child(client)
game.client = client
game.net_world = world
game.player = actor
game._mount = mount
game._motion_effect_target = weakref(target)
game._queue_shot(7)
game._on_local_motion_event_detailed(event)
check(client.shots == [7], "FLY event still sends exactly one queued CG_SHOOT")
check(manager.active_count() == 1, "FLY event creates exactly one local projectile")
game.free()
client.free()
manager.clear_for_map_change()
manager.free()
actor.free()
target.free()
world.free()
mount.free()
await process_frame
if failures == 0:
print("PASS: motion_event_fly_test")
quit(1 if failures else 0)