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escape-from-funcraft-client/tacz/daffas/assets/daffas_arsenal/scripts/sea_state_machine.lua
T
2026-07-23 16:35:06 +05:00

296 lines
12 KiB
Lua

-- 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