fix:界面拉伸适配. add:支持cocos animation,spine,dragonbones等文件导入.
This commit is contained in:
@@ -1,4 +1,5 @@
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import Events, { EventName, preloadEvent } from "../../common/util/Events";
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import Tool from "../../common/util/Tool";
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import { ANIMATOR_VERSION } from "../../constant/BaseConst";
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import Condition from "../data/Condition";
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import State from "../data/State";
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@@ -58,210 +59,6 @@ export default class FsmCtr extends cc.Component {
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}
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}
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//#region import and export
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private importTransitions(transitionsData: any[], state: State, stateMap: Map<string, State>, paramMap: Map<string, ParamItem>) {
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transitionsData.forEach((e) => {
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let toState: State = stateMap.get(e.toState);
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let transition: Transition = state.addTransition(toState);
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transition.hasExitTime = e.hasExitTime;
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e.conditions.forEach((cData) => {
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let paramItem = paramMap.get(cData.param);
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let condition: Condition = transition.addCondition(paramItem);
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condition.value = cData.value;
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condition.logic = cData.logic;
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});
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});
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}
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private importSubState(upData: any, upMachine: StateMachine, stateDataMap: Map<string, any>, stateMap: Map<string, State>, paramMap: Map<string, ParamItem>) {
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upData.subStates.forEach((name: string) => {
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let state = new State(upMachine, false);
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stateMap.set(name, state);
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let data = stateDataMap.get(name);
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state.setPosition(data.position[0], data.position[1]);
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state.name = data.state;
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state.motion = data.motion;
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state.speed = data.speed;
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state.multiplierParam = paramMap.get(data.multiplier) || null;
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state.loop = data.loop;
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upMachine.add(state);
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});
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}
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private importSubMachine(upData: any, upMachine: StateMachine, subMachineDataMap: Map<string, any>, subMachineMap: Map<string, StateMachine>, stateDataMap: Map<string, any>, stateMap: Map<string, State>, paramMap: Map<string, ParamItem>) {
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upData.subStateMachines.forEach((name: string) => {
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let stateMachine = new StateMachine(upMachine);
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subMachineMap.set(name, stateMachine);
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let data = subMachineDataMap.get(name);
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stateMachine.setLayerPos(data.layerPos[0], data.layerPos[1]);
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stateMachine.setLayerScale(data.layerScale);
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stateMachine.setAnyStatePos(data.anyStatePos[0], data.anyStatePos[1]);
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stateMachine.name = data.name;
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stateMachine.setPosition(data.position[0], data.position[1]);
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stateMachine.setUpStateMachinePos(data.upStateMachinePos[0], data.upStateMachinePos[1]);
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upMachine.add(stateMachine);
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this.importSubState(data, stateMachine, stateDataMap, stateMap, paramMap);
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this.importSubMachine(data, stateMachine, subMachineDataMap, subMachineMap, stateDataMap, stateMap, paramMap);
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});
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}
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private exportAllSubMachine(arr: any[], stateMachine: StateMachine) {
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stateMachine.subStateMachines.forEach((sub) => {
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let data = {
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layerPos: [sub.layerPos.x, sub.layerPos.y],
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layerScale: sub.layerScale,
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anyStatePos: [sub.anyStatePos.x, sub.anyStatePos.y],
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name: sub.name,
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position: [sub.position.x, sub.position.y],
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upStateMachine: sub.upStateMachine.name,
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upStateMachinePos: [sub.upStateMachinePos.x, sub.upStateMachinePos.y],
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subStates: [],
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subStateMachines: [],
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}
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sub.subStates.forEach((e) => {
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data.subStates.push(e.name);
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});
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sub.subStateMachines.forEach((e) => {
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data.subStateMachines.push(e.name);
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});
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arr.push(data);
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this.exportAllSubMachine(arr, sub);
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});
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}
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private exportAllState(arr: any[], stateMachine: StateMachine, isRuntimeData: boolean = false) {
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stateMachine.subStates.forEach((e) => {
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let data = null;
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if (isRuntimeData) {
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data = {
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state: e.name,
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motion: e.motion,
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speed: e.speed,
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multiplier: e.getMultiplierName(),
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loop: e.loop,
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transitions: e.getAllTransitionData()
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}
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} else {
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data = {
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position: [e.position.x, e.position.y],
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upStateMachine: e.upStateMachine.name,
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state: e.name,
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motion: e.motion,
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speed: e.speed,
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multiplier: e.getMultiplierName(),
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loop: e.loop,
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transitions: e.getAllTransitionData()
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}
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}
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arr.push(data);
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});
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stateMachine.subStateMachines.forEach((sub) => {
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this.exportAllState(arr, sub);
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});
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}
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/**
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* 导入工程数据
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*/
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public importProject(data: any) {
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let paramMap: Map<string, ParamItem> = Editor.Inst.ParamCtr.getParamMap();
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let mainStateMachineData = data.mainStateMachine;
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let subStateMachinesData = data.subStateMachines;
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let defaultStateData: string = data.defaultState;
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let anyStateData = data.anyState;
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let statesData = data.states;
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let stateDataMap: Map<string, any> = new Map();
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statesData.forEach((e: any) => { stateDataMap.set(e.state, e); });
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let stateMap: Map<string, State> = new Map();
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let subMachineDataMap: Map<string, any> = new Map();
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subStateMachinesData.forEach((e: any) => { subMachineDataMap.set(e.name, e) });
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let subMachineMap: Map<string, StateMachine> = new Map();
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let main = this.MachineLayer.mainStateMachine;
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main.setLayerPos(mainStateMachineData.layerPos[0], mainStateMachineData.layerPos[1]);
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main.setLayerScale(mainStateMachineData.layerScale);
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main.setAnyStatePos(mainStateMachineData.anyStatePos[0], mainStateMachineData.anyStatePos[1]);
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this.importSubState(mainStateMachineData, main, stateDataMap, stateMap, paramMap);
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this.importSubMachine(mainStateMachineData, main, subMachineDataMap, subMachineMap, stateDataMap, stateMap, paramMap);
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if (stateMap.has(defaultStateData))
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this.MachineLayer.defaultState = stateMap.get(defaultStateData);
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this.importTransitions(anyStateData.transitions, this.MachineLayer.anyState.state, stateMap, paramMap);
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statesData.forEach((e: any) => {
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let state: State = stateMap.get(e.state);
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if (!state) {
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cc.error('error');
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}
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this.importTransitions(e.transitions, state, stateMap, paramMap);
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});
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this.MachineLayer.setCurStateMachine();
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}
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/**
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* 导出工程数据
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*/
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public exportProject() {
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let main = this.MachineLayer.mainStateMachine;
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let animator = ANIMATOR_VERSION;
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let mainStateMachine = {
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layerPos: [main.layerPos.x, main.layerPos.y],
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layerScale: main.layerScale,
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anyStatePos: [main.anyStatePos.x, main.anyStatePos.y],
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subStates: [],
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subStateMachines: [],
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};
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main.subStates.forEach((e) => {
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mainStateMachine.subStates.push(e.name);
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});
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main.subStateMachines.forEach((e) => {
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mainStateMachine.subStateMachines.push(e.name);
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});
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let subStateMachines = [];
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this.exportAllSubMachine(subStateMachines, main);
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let defaultState: string = this.MachineLayer.defaultState ? this.MachineLayer.defaultState.name : '';
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let anyState = {
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transitions: this.MachineLayer.anyState.state.getAllTransitionData()
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};
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let states = [];
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this.exportAllState(states, main);
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return {
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animator: animator,
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mainStateMachine: mainStateMachine,
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subStateMachines: subStateMachines,
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defaultState: defaultState,
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anyState: anyState,
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states: states
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};
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}
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/**
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* 导出runtime数据
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*/
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public exportRuntimeData() {
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let main = this.MachineLayer.mainStateMachine;
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let defaultState: string = this.MachineLayer.defaultState ? this.MachineLayer.defaultState.name : '';
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let anyState = {
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transitions: this.MachineLayer.anyState.state.getAllTransitionData()
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};
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let states = [];
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this.exportAllState(states, main, true);
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return {
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defaultState: defaultState,
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anyState: anyState,
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states: states
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};
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}
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//#endregion
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/**
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* 按下鼠标左键的处理
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*/
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@@ -604,4 +401,253 @@ export default class FsmCtr extends cc.Component {
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this.setCurStateMachine(stateMachine);
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}
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//#endregion
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//#region import and export
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private importTransitions(transitionsData: any[], state: State, stateMap: Map<string, State>, paramMap: Map<string, ParamItem>) {
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transitionsData.forEach((e) => {
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let toState: State = stateMap.get(e.toState);
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let transition: Transition = state.addTransition(toState);
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transition.hasExitTime = e.hasExitTime;
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e.conditions.forEach((cData) => {
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let paramItem = paramMap.get(cData.param);
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let condition: Condition = transition.addCondition(paramItem);
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condition.value = cData.value;
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condition.logic = cData.logic;
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});
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});
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}
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private importSubState(upData: any, upMachine: StateMachine, stateDataMap: Map<string, any>, stateMap: Map<string, State>, paramMap: Map<string, ParamItem>) {
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upData.subStates.forEach((name: string) => {
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let state = new State(upMachine, false);
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stateMap.set(name, state);
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let data = stateDataMap.get(name);
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state.setPosition(data.position[0], data.position[1]);
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state.name = data.state;
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state.motion = data.motion;
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state.speed = data.speed;
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state.multiplierParam = paramMap.get(data.multiplier) || null;
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state.loop = data.loop;
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upMachine.add(state);
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});
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}
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private importSubMachine(upData: any, upMachine: StateMachine, subMachineDataMap: Map<string, any>, subMachineMap: Map<string, StateMachine>, stateDataMap: Map<string, any>, stateMap: Map<string, State>, paramMap: Map<string, ParamItem>) {
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upData.subStateMachines.forEach((name: string) => {
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let stateMachine = new StateMachine(upMachine);
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subMachineMap.set(name, stateMachine);
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let data = subMachineDataMap.get(name);
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stateMachine.setLayerPos(data.layerPos[0], data.layerPos[1]);
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stateMachine.setLayerScale(data.layerScale);
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stateMachine.setAnyStatePos(data.anyStatePos[0], data.anyStatePos[1]);
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stateMachine.name = data.name;
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stateMachine.setPosition(data.position[0], data.position[1]);
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stateMachine.setUpStateMachinePos(data.upStateMachinePos[0], data.upStateMachinePos[1]);
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upMachine.add(stateMachine);
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this.importSubState(data, stateMachine, stateDataMap, stateMap, paramMap);
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this.importSubMachine(data, stateMachine, subMachineDataMap, subMachineMap, stateDataMap, stateMap, paramMap);
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});
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}
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private exportAllSubMachine(arr: any[], stateMachine: StateMachine) {
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stateMachine.subStateMachines.forEach((sub) => {
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let data = {
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layerPos: [sub.layerPos.x, sub.layerPos.y],
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layerScale: sub.layerScale,
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anyStatePos: [sub.anyStatePos.x, sub.anyStatePos.y],
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name: sub.name,
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position: [sub.position.x, sub.position.y],
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upStateMachine: sub.upStateMachine.name,
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upStateMachinePos: [sub.upStateMachinePos.x, sub.upStateMachinePos.y],
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subStates: [],
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subStateMachines: [],
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}
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sub.subStates.forEach((e) => {
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data.subStates.push(e.name);
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});
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sub.subStateMachines.forEach((e) => {
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data.subStateMachines.push(e.name);
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});
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arr.push(data);
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this.exportAllSubMachine(arr, sub);
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});
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}
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private exportAllState(arr: any[], stateMachine: StateMachine, isRuntimeData: boolean = false) {
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stateMachine.subStates.forEach((e) => {
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let data = null;
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if (isRuntimeData) {
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data = {
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state: e.name,
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motion: e.motion,
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speed: e.speed,
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multiplier: e.getMultiplierName(),
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loop: e.loop,
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transitions: e.getAllTransitionData()
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}
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} else {
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data = {
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position: [e.position.x, e.position.y],
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upStateMachine: e.upStateMachine.name,
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state: e.name,
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motion: e.motion,
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speed: e.speed,
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multiplier: e.getMultiplierName(),
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loop: e.loop,
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transitions: e.getAllTransitionData()
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}
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}
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arr.push(data);
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});
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stateMachine.subStateMachines.forEach((sub) => {
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this.exportAllState(arr, sub);
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});
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}
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/**
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* 导入工程数据
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*/
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public importProject(data: any) {
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let paramMap: Map<string, ParamItem> = Editor.Inst.Parameters.getParamMap();
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let mainStateMachineData = data.mainStateMachine;
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let subStateMachinesData = data.subStateMachines;
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let defaultStateData: string = data.defaultState;
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let anyStateData = data.anyState;
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let statesData = data.states;
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let stateDataMap: Map<string, any> = new Map();
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statesData.forEach((e: any) => { stateDataMap.set(e.state, e); });
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let stateMap: Map<string, State> = new Map();
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let subMachineDataMap: Map<string, any> = new Map();
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subStateMachinesData.forEach((e: any) => { subMachineDataMap.set(e.name, e) });
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let subMachineMap: Map<string, StateMachine> = new Map();
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let main = this.MachineLayer.mainStateMachine;
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main.setLayerPos(mainStateMachineData.layerPos[0], mainStateMachineData.layerPos[1]);
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main.setLayerScale(mainStateMachineData.layerScale);
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main.setAnyStatePos(mainStateMachineData.anyStatePos[0], mainStateMachineData.anyStatePos[1]);
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this.importSubState(mainStateMachineData, main, stateDataMap, stateMap, paramMap);
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this.importSubMachine(mainStateMachineData, main, subMachineDataMap, subMachineMap, stateDataMap, stateMap, paramMap);
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if (stateMap.has(defaultStateData))
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this.MachineLayer.defaultState = stateMap.get(defaultStateData);
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this.importTransitions(anyStateData.transitions, this.MachineLayer.anyState.state, stateMap, paramMap);
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statesData.forEach((e: any) => {
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let state: State = stateMap.get(e.state);
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if (!state) {
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cc.error('error');
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}
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this.importTransitions(e.transitions, state, stateMap, paramMap);
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});
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this.MachineLayer.setCurStateMachine();
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}
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/**
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* 导入cocos animation文件
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*/
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public importAnim(animData: any) {
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let x = Tool.randFloat(-this.MachineLayer.node.x - 100, -this.MachineLayer.node.x + 100);
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let y = Tool.randFloat(-this.MachineLayer.node.y - 100, -this.MachineLayer.node.y + 100);
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let unitState = this.MachineLayer.createState(cc.v2(x, y));
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let state: State = unitState.state;
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state.name = animData._name;
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state.motion = animData._name;
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state.speed = animData.speed;
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state.loop = animData.wrapMode === cc.WrapMode.Loop;
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}
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/**
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* 导入spine json文件
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*/
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public improtSpine(spineData: any) {
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for (let name in spineData.animations) {
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let x = Tool.randFloat(-this.MachineLayer.node.x - 100, -this.MachineLayer.node.x + 100);
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let y = Tool.randFloat(-this.MachineLayer.node.y - 100, -this.MachineLayer.node.y + 100);
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let unitState = this.MachineLayer.createState(cc.v2(x, y));
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let state: State = unitState.state;
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state.name = name;
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state.motion = name;
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}
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}
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/**
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* 导入dragonbones json文件
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*/
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public importDragonBones(data: any) {
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data.armature.forEach((e) => {
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e.animation.forEach((anim) => {
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let x = Tool.randFloat(-this.MachineLayer.node.x - 100, -this.MachineLayer.node.x + 100);
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let y = Tool.randFloat(-this.MachineLayer.node.y - 100, -this.MachineLayer.node.y + 100);
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let unitState = this.MachineLayer.createState(cc.v2(x, y));
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let state: State = unitState.state;
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state.name = anim.name;
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state.motion = anim.name;
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state.loop = anim.playTimes === 0;
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});
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});
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}
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/**
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* 导出工程数据
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*/
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public exportProject() {
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let main = this.MachineLayer.mainStateMachine;
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let animator = ANIMATOR_VERSION;
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let mainStateMachine = {
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layerPos: [main.layerPos.x, main.layerPos.y],
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layerScale: main.layerScale,
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anyStatePos: [main.anyStatePos.x, main.anyStatePos.y],
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subStates: [],
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subStateMachines: [],
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};
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main.subStates.forEach((e) => {
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mainStateMachine.subStates.push(e.name);
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});
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main.subStateMachines.forEach((e) => {
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mainStateMachine.subStateMachines.push(e.name);
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});
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let subStateMachines = [];
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this.exportAllSubMachine(subStateMachines, main);
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let defaultState: string = this.MachineLayer.defaultState ? this.MachineLayer.defaultState.name : '';
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let anyState = {
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||||
transitions: this.MachineLayer.anyState.state.getAllTransitionData()
|
||||
};
|
||||
let states = [];
|
||||
this.exportAllState(states, main);
|
||||
return {
|
||||
animator: animator,
|
||||
mainStateMachine: mainStateMachine,
|
||||
subStateMachines: subStateMachines,
|
||||
defaultState: defaultState,
|
||||
anyState: anyState,
|
||||
states: states
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 导出runtime数据
|
||||
*/
|
||||
public exportRuntimeData() {
|
||||
let main = this.MachineLayer.mainStateMachine;
|
||||
let defaultState: string = this.MachineLayer.defaultState ? this.MachineLayer.defaultState.name : '';
|
||||
let anyState = {
|
||||
transitions: this.MachineLayer.anyState.state.getAllTransitionData()
|
||||
};
|
||||
let states = [];
|
||||
this.exportAllState(states, main, true);
|
||||
return {
|
||||
defaultState: defaultState,
|
||||
anyState: anyState,
|
||||
states: states
|
||||
};
|
||||
}
|
||||
//#endregion
|
||||
}
|
||||
|
||||
@@ -12,6 +12,9 @@ import UnitStateMachine from "./UnitStateMachine";
|
||||
|
||||
const { ccclass, property } = cc._decorator;
|
||||
|
||||
/** 状态机视图界面边长 */
|
||||
const LEN = 9000;
|
||||
|
||||
@ccclass
|
||||
export default class MachineLayer extends cc.Component {
|
||||
@property(cc.Node) Grid: cc.Node = null;
|
||||
@@ -36,11 +39,11 @@ export default class MachineLayer extends cc.Component {
|
||||
private _upUnit: UnitStateMachine = null;
|
||||
|
||||
protected onLoad() {
|
||||
this.node.setContentSize(6750, 6750);
|
||||
this.Grid.setContentSize(6750, 6750);
|
||||
this.node.setContentSize(LEN, LEN);
|
||||
this.Grid.setContentSize(LEN, LEN);
|
||||
this._mainStateMachine = new StateMachine(null);
|
||||
this._curStateMachine = this._mainStateMachine;
|
||||
this._anyState = this.createState(cc.v2(-360, 300), true);
|
||||
this._anyState = this.createState(cc.v2(-300, 300), true);
|
||||
this._curStateMachine.setAnyStatePos(this._anyState.node.position);
|
||||
|
||||
this.NavBar.refreshBar([this._mainStateMachine]);
|
||||
@@ -121,7 +124,7 @@ export default class MachineLayer extends cc.Component {
|
||||
node.destroy();
|
||||
}
|
||||
|
||||
// 生成状态机、状态、连线节点
|
||||
// 生成状态、状态机节点
|
||||
let stateMap: Map<State, UnitState> = new Map();
|
||||
let machineMap: Map<StateMachine, UnitStateMachine> = new Map();
|
||||
this._upUnit && machineMap.set(stateMachine.upStateMachine, this._upUnit);
|
||||
@@ -154,7 +157,7 @@ export default class MachineLayer extends cc.Component {
|
||||
}
|
||||
machineMap.set(e, unitStateMachine);
|
||||
});
|
||||
|
||||
// 生成连线节点
|
||||
let stateKeys = stateMap.keys();
|
||||
for (let i = 0; i < stateMap.size; i++) {
|
||||
let state: State = stateKeys.next().value;
|
||||
|
||||
@@ -18,6 +18,7 @@ export default class NavBar extends cc.Component {
|
||||
protected onLoad() {
|
||||
this._widget = this.getComponent(cc.Widget);
|
||||
this._contentWidget = this.Content.getComponent(cc.Widget);
|
||||
this.onEventResize();
|
||||
Events.targetOn(this);
|
||||
}
|
||||
|
||||
@@ -43,8 +44,8 @@ export default class NavBar extends cc.Component {
|
||||
}
|
||||
|
||||
@preloadEvent(EventName.RESIZE)
|
||||
private onEventResize(node: cc.Node) {
|
||||
this._widget.left = Editor.Inst.ParamCtr.node.width;
|
||||
private onEventResize(node?: cc.Node) {
|
||||
this._widget.left = Editor.Inst.Parameters.node.width;
|
||||
this._widget.right = Editor.Inst.Inspector.node.width;
|
||||
this._widget.updateAlignment();
|
||||
this._contentWidget.updateAlignment();
|
||||
|
||||
Reference in New Issue
Block a user