-- 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) -- 这里同时检查了枪管和弹匣 return (not context:hasBulletInBarrel()) and (context:getAmmoCount() <= 0) end local function runReloadAnimation(context) -- 此处获取的轨道是位于主轨道行上的主轨道 local track = context:getTrack(STATIC_TRACK_LINE, MAIN_TRACK) local ext = context:getMagExtentLevel() -- 根据当前整枪内是否还有弹药决定是播放战术换弹还是空枪换弹 if (isNoAmmo(context)) then -- "ext"表示扩容插件等级,"0"代表不装扩容插件 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) -- 此处获取的轨道是位于主轨道行上的主轨道 local track = context:getTrack(STATIC_TRACK_LINE, MAIN_TRACK) local ext = context:getMagExtentLevel() -- 根据当前整枪内是否还有弹药决定是播放普通检视还是空枪检视 if (isNoAmmo(context)) then -- "ext"表示扩容插件等级,"0"代表不装扩容插件 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 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() -- 此处获取的轨道是位于主轨道行上的主轨道 local track = context:getTrack(STATIC_TRACK_LINE, MAIN_TRACK) -- 停下切换模式动画 context:stopAnimation(context:getTrack(STATIC_TRACK_LINE, SWITCH_MODE_TRACK)) -- 播放 put_away 动画,并且将其过渡时长设为从上下文里传入的 put_away_time * 0.75 context:runAnimation("put_away", track, false, PLAY_ONCE_HOLD, put_away_time * 0.75) -- 设定动画进度为最后一帧 context:setAnimationProgress(track, 1, true) -- 将动画进度向前拨动 {put_away_time} 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 -- 此处为开火模式轨道的状态,专门为快慢机动画服务,兼容其他动作,可按需求添加三种射击模式(semi、burst、auto) local fire_mode_state = { -- 半自动状态 semi = {}, -- 全自动状态 auto = {}, -- 掏枪状态 draw = {} } -- 这一块专门用来检测枪械在掏枪(播放draw)时枪械处于什么射击模式,并切换到对应模式的idle 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 -- 注意!后面关于每个开火模式对应状态之间的切换,需要按照data里填写的顺序进行转换 function fire_mode_state.semi.update(this, context) -- 当进入特定开火模式的状态时,挂起动画 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 -- 为特定开火模式定义输入状态 if (context:getFireMode() == AUTO) then context:trigger(this.INPUT_MODE_AUTO) end end -- 当检测到对应输入状态时播放对应快慢机动画 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 -- 检测到开火输入,换弹输入,检视输入时后停止播放动画,不然会出现两个动画在不同的轨道播放,从而出现动画衔接问题 if(input == INPUT_SHOOT)then context:stopAnimation(context:getTrack(STATIC_TRACK_LINE, SWITCH_MODE_TRACK)) end if(input == INPUT_RELOAD)then context:stopAnimation(context:getTrack(STATIC_TRACK_LINE, SWITCH_MODE_TRACK)) end if(input == INPUT_INSPECT)then context:stopAnimation(context:getTrack(STATIC_TRACK_LINE, SWITCH_MODE_TRACK)) end end -- 和上面同理 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)then context:stopAnimation(context:getTrack(STATIC_TRACK_LINE, SWITCH_MODE_TRACK)) end if(input == INPUT_RELOAD)then context:stopAnimation(context:getTrack(STATIC_TRACK_LINE, SWITCH_MODE_TRACK)) end if(input == INPUT_INSPECT )then context:stopAnimation(context:getTrack(STATIC_TRACK_LINE, SWITCH_MODE_TRACK)) end end -- 当检测到开火模式切换输入时应该直接停止动画并返回闲置态 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 -- HOPE STATE local shoot_animations = { "shoot_1", "shoot_2", "shoot_3" } local shoot_animation_index = 1 local last_shoot_animation = "shoot_last" local bolt_catch_animation = "static_bolt_caught" local function getNextShootAnimation() local anim = shoot_animations[shoot_animation_index] shoot_animation_index = (shoot_animation_index % #shoot_animations) + 1 return anim 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:setFlag("played_shoot_last", true) else local anim = getNextShootAnimation() context:runAnimation(anim, track, true, PLAY_ONCE_STOP, 0) end return nil end 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 main_track_states.idle.transition(this, context, input) end -- HOPE STATE END -- 用元表的方式继承默认状态机的属性 local M = setmetatable({ gun_kick_state = setmetatable({}, { __index = shoot_state }), idle = idle_state, main_track_states = setmetatable({ 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 -- 继承默认状态机需要重新初始化状态 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 -- 导出状态机 return M