-- 脚本的位置是 "{命名空间}:{路径}",那么 require 的格式为 "{命名空间}_{路径}" -- 注意!require 取得的内容不应该被修改,应仅调用 local default = require("tacz_default_state_machine") local STATIC_TRACK_LINE = default.STATIC_TRACK_LINE local MAIN_TRACK = default.MAIN_TRACK local main_track_states = default.main_track_states local static_track_top = default.static_track_top local GUN_KICK_TRACK_LINE = default.GUN_KICK_TRACK_LINE local gun_kick_state = default.gun_kick_state local inspect_state = setmetatable({}, {__index = main_track_states.inspect}) local idle_state = setmetatable({}, {__index = main_track_states.idle}) -- 相当于 obj.value++ local function increment(obj) obj.value = obj.value + 1 return obj.value - 1 end local FIRE_MODE_TRACK = increment(static_track_top) local SWITCH_MODE_TRACK = increment(static_track_top) -- 检查当前是否还有弹药 local function isNoAmmo(context) return (not context:hasBulletInBarrel()) and (context:getAmmoCount() <= 0) end local function runReloadAnimation(context) local track = context:getTrack(STATIC_TRACK_LINE, MAIN_TRACK) local ext = context:getMagExtentLevel() if (isNoAmmo(context)) then if (ext == 0) then context:runAnimation("reload_empty", track, false, PLAY_ONCE_STOP, 0.2) elseif (ext == 1) then context:runAnimation("reload_empty_xmag_1", track, false, PLAY_ONCE_STOP, 0.2) elseif (ext == 2) then context:runAnimation("reload_empty_xmag_2", track, false, PLAY_ONCE_STOP, 0.2) elseif (ext == 3) then context:runAnimation("reload_empty_xmag_3", track, false, PLAY_ONCE_STOP, 0.2) else context:runAnimation("reload_empty", track, false, PLAY_ONCE_STOP, 0.2) end else if (ext == 0) then context:runAnimation("reload_tactical", track, false, PLAY_ONCE_STOP, 0.2) elseif (ext == 1) then context:runAnimation("reload_tactical_xmag_1", track, false, PLAY_ONCE_STOP, 0.2) elseif (ext == 2) then context:runAnimation("reload_tactical_xmag_2", track, false, PLAY_ONCE_STOP, 0.2) elseif (ext == 3) then context:runAnimation("reload_tactical_xmag_3", track, false, PLAY_ONCE_STOP, 0.2) else context:runAnimation("reload_tactical", track, false, PLAY_ONCE_STOP, 0.2) end end end local function runInspectAnimation(context) local track = context:getTrack(STATIC_TRACK_LINE, MAIN_TRACK) local ext = context:getMagExtentLevel() if (isNoAmmo(context)) then if (ext == 0) then context:runAnimation("inspect_empty", track, false, PLAY_ONCE_STOP, 0.2) elseif (ext == 1) then context:runAnimation("inspect_empty", track, false, PLAY_ONCE_STOP, 0.2) elseif (ext == 2) then context:runAnimation("inspect_empty", track, false, PLAY_ONCE_STOP, 0.2) elseif (ext == 3) then context:runAnimation("inspect_empty_xmag_3", track, false, PLAY_ONCE_STOP, 0.2) else context:runAnimation("inspect_empty", track, false, PLAY_ONCE_STOP, 0.2) end else if (ext == 0) then context:runAnimation("inspect", track, false, PLAY_ONCE_STOP, 0.2) elseif (ext == 1) then context:runAnimation("inspect_xmag_12", track, false, PLAY_ONCE_STOP, 0.2) elseif (ext == 2) then context:runAnimation("inspect_xmag_12", track, false, PLAY_ONCE_STOP, 0.2) elseif (ext == 3) then context:runAnimation("inspect_xmag_3", track, false, PLAY_ONCE_STOP, 0.2) else context:runAnimation("inspect", track, false, PLAY_ONCE_STOP, 0.2) end end end -- ========== RANDOM SHOOT ANIMATION SYSTEM ========== local shoot_animations = { "shoot_1", "shoot_2", "shoot_3", "shoot_4", "shoot_5", "shoot_6", "shoot_7", "shoot_8" } local last_shoot_animation = "shoot_last" local bolt_catch_animation = "static_bolt_caught" local function getNextShootAnimation() return shoot_animations[math.random(#shoot_animations)] end local shoot_state = setmetatable({}, { __index = gun_kick_state }) function shoot_state.transition(this, context, input) if input ~= INPUT_SHOOT then return nil end local fireMode = context:getFireMode() if fireMode ~= SEMI and fireMode ~= AUTO and fireMode ~= BURST then return nil end local track = context:findIdleTrack(GUN_KICK_TRACK_LINE, false) if context:getAmmoCount() == 0 then context:runAnimation(last_shoot_animation, track, true, PLAY_ONCE_STOP, 0) context:runAnimation("last_shoot", context:getTrack(STATIC_TRACK_LINE, BOLT_CAUGHT_TRACK), true, PLAY_ONCE_HOLD, 0) else -- BURST mode: different random anim for each shot if fireMode == BURST then local anim = getNextShootAnimation() context:runAnimation(anim, track, true, PLAY_ONCE_STOP, 0) else local anim = getNextShootAnimation() context:runAnimation(anim, track, true, PLAY_ONCE_STOP, 0) end end return nil end -- Bolt catch after last shot local old_idle_transition = idle_state.transition function idle_state.transition(this, context, input) local track = context:findIdleTrack(GUN_KICK_TRACK_LINE, false) if context:getAmmoCount() == 0 and context:getFlag("played_shoot_last") and not context:isTrackPlaying(track) then context:runAnimation(bolt_catch_animation, track, true, PLAY_ONCE_STOP, 0) context:setFlag("played_shoot_last", false) end return old_idle_transition(this, context, input) end -- ==================================================== function idle_state.transition(this, context, input) if (input == INPUT_RELOAD) then runReloadAnimation(context) return this.main_track_states.idle end if (input == INPUT_PUT_AWAY) then local put_away_time = context:getPutAwayTime() local track = context:getTrack(STATIC_TRACK_LINE, MAIN_TRACK) context:stopAnimation(context:getTrack(STATIC_TRACK_LINE, SWITCH_MODE_TRACK)) context:runAnimation("put_away", track, false, PLAY_ONCE_HOLD, put_away_time * 0.75) context:setAnimationProgress(track, 1, true) context:adjustAnimationProgress(track, -put_away_time, false) return this.main_track_states.final end if (input == INPUT_INSPECT) then runInspectAnimation(context) return inspect_state end return main_track_states.idle.transition(this, context, input) end local fire_mode_state = { semi = {}, auto = {}, draw = {} } function fire_mode_state.draw.update(this, context) context:trigger(this.INPUT_MODE_DRAW) end function fire_mode_state.draw.transition(this, context,input) if (input == this.INPUT_MODE_DRAW) then if (context:getFireMode() == SEMI) then context:runAnimation("static_semi", context:getTrack(STATIC_TRACK_LINE, FIRE_MODE_TRACK), true, PLAY_ONCE_HOLD, 0) return fire_mode_state.semi elseif (context:getFireMode() == AUTO) then context:runAnimation("static_auto", context:getTrack(STATIC_TRACK_LINE, FIRE_MODE_TRACK), true, PLAY_ONCE_HOLD, 0) return fire_mode_state.auto end end end function fire_mode_state.semi.update(this, context) local track = context:getTrack(STATIC_TRACK_LINE, FIRE_MODE_TRACK) if (context:isHolding(track)) then context:runAnimation("static_semi", track, true, PLAY_ONCE_HOLD, 0) end if (context:getFireMode() == AUTO) then context:trigger(this.INPUT_MODE_AUTO) end end function fire_mode_state.semi.transition(this, context,input) if(input == this.INPUT_MODE_AUTO)then context:runAnimation("switch_auto", context:getTrack(STATIC_TRACK_LINE, SWITCH_MODE_TRACK), false, PLAY_ONCE_STOP, 0) return fire_mode_state.auto end if(input == INPUT_SHOOT or input == INPUT_RELOAD or input == INPUT_INSPECT)then context:stopAnimation(context:getTrack(STATIC_TRACK_LINE, SWITCH_MODE_TRACK)) end end function fire_mode_state.auto.update(this, context) local track = context:getTrack(STATIC_TRACK_LINE, FIRE_MODE_TRACK) if (context:isHolding(track)) then context:runAnimation("static_auto", track, true, PLAY_ONCE_HOLD, 0) end if (context:getFireMode() == SEMI) then context:trigger(this.INPUT_MODE_SEMI) end end function fire_mode_state.auto.transition(this, context,input) if(input == this.INPUT_MODE_SEMI)then context:runAnimation("switch_semi", context:getTrack(STATIC_TRACK_LINE, SWITCH_MODE_TRACK), false, PLAY_ONCE_STOP, 0) return fire_mode_state.semi end if(input == INPUT_SHOOT or input == INPUT_RELOAD or input == INPUT_INSPECT)then context:stopAnimation(context:getTrack(STATIC_TRACK_LINE, SWITCH_MODE_TRACK)) end end function inspect_state.transition(this, context, input) if (input == INPUT_FIRE_SELECT) then context:stopAnimation(context:getTrack(STATIC_TRACK_LINE, MAIN_TRACK)) return this.main_track_states.idle end return main_track_states.inspect.transition(this, context, input) end local M = setmetatable({ gun_kick_state = setmetatable({}, { __index = shoot_state }), main_track_states = setmetatable({ idle = idle_state, inspect = inspect_state }, {__index = main_track_states}), FIRE_MODE_TRACK = FIRE_MODE_TRACK, SWITCH_MODE_TRACK = SWITCH_MODE_TRACK, INPUT_MODE_SEMI = "input_mode_semi", INPUT_MODE_BURST = "input_mode_burst", INPUT_MODE_AUTO = "input_mode_auto", INPUT_MODE_DRAW = "input_mode_draw", fire_mode_state = fire_mode_state }, {__index = default}) function M:initialize(context) default.initialize(self, context) end function M:states() return { self.base_track_state, self.bolt_caught_states.normal, self.main_track_states.start, self.gun_kick_state, self.movement_track_states.idle, self.ADS_states.normal, self.slide_states.normal, self.fire_mode_state.draw } end return M