mirror of
https://github.com/genxium/DelayNoMore
synced 2025-01-13 22:41:30 +00:00
Fixed frontend animation switch.
This commit is contained in:
parent
0324b584a5
commit
695eacaabc
@ -440,7 +440,7 @@
|
|||||||
"array": [
|
"array": [
|
||||||
0,
|
0,
|
||||||
0,
|
0,
|
||||||
216.50635094610968,
|
210.4441731196186,
|
||||||
0,
|
0,
|
||||||
0,
|
0,
|
||||||
0,
|
0,
|
||||||
|
@ -454,7 +454,7 @@
|
|||||||
"array": [
|
"array": [
|
||||||
0,
|
0,
|
||||||
0,
|
0,
|
||||||
210.7364624020594,
|
217.09900263394968,
|
||||||
0,
|
0,
|
||||||
0,
|
0,
|
||||||
0,
|
0,
|
||||||
|
@ -53,13 +53,43 @@ cc.Class({
|
|||||||
// Update per character state
|
// Update per character state
|
||||||
let newCharacterState = rdfPlayer.characterState;
|
let newCharacterState = rdfPlayer.characterState;
|
||||||
let prevCharacterState = (null == prevRdfPlayer ? window.ATK_CHARACTER_STATE.Idle1[0] : prevRdfPlayer.characterState);
|
let prevCharacterState = (null == prevRdfPlayer ? window.ATK_CHARACTER_STATE.Idle1[0] : prevRdfPlayer.characterState);
|
||||||
|
const newAnimName = window.ATK_CHARACTER_STATE_ARR[newCharacterState][1];
|
||||||
|
|
||||||
|
// As this function might be called after many frames of a rollback, it's possible that the playing animation was predicted, different from "prevCharacterState" but same as "newCharacterState". More granular checks are needed to determine whether we should interrupt the playing animation.
|
||||||
if (newCharacterState != prevCharacterState) {
|
if (newCharacterState != prevCharacterState) {
|
||||||
const newAnimName = window.ATK_CHARACTER_STATE_ARR[newCharacterState][1];
|
|
||||||
// Anim is edge-triggered
|
|
||||||
if (newAnimName == this.animComp.animationName) {
|
if (newAnimName == this.animComp.animationName) {
|
||||||
console.warn(`JoinIndex=${rdfPlayer.joinIndex}, possibly playing weird anim by resetting anim to ${newAnimName} while the playing anim is also ${this.animComp.animationName}, player rdf changed from: ${null == prevRdfPlayer ? null : JSON.stringify(prevRdfPlayer)}, to: ${JSON.stringify(rdfPlayer)}`);
|
if (ATK_CHARACTER_STATE.Idle1[0] == newCharacterState || ATK_CHARACTER_STATE.Walking[0] == newCharacterState) {
|
||||||
|
// No need to interrupt
|
||||||
|
// console.warn(`JoinIndex=${rdfPlayer.joinIndex}, not interrupting ${newAnimName} while the playing anim is also ${this.animComp.animationName}, player rdf changed from: ${null == prevRdfPlayer ? null : JSON.stringify(prevRdfPlayer)}, , to: ${JSON.stringify(rdfPlayer)}`);
|
||||||
|
return;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
this._interruptPlayingAnimAndPlayNewAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName);
|
||||||
|
} else {
|
||||||
|
// newCharacterState == prevCharacterState
|
||||||
|
if (newAnimName != this.animComp.animationName) {
|
||||||
|
// the playing animation was falsely predicted
|
||||||
|
this._interruptPlayingAnimAndPlayNewAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
|
||||||
|
_interruptPlayingAnimAndPlayNewAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName) {
|
||||||
|
if (ATK_CHARACTER_STATE.Idle1[0] == newCharacterState || ATK_CHARACTER_STATE.Walking[0] == newCharacterState) {
|
||||||
|
// No "framesToRecover"
|
||||||
|
// console.warn(`JoinIndex=${rdfPlayer.joinIndex}, playing new ${newAnimName} from the beginning: while the playing anim is ${this.animComp.animationName}, player rdf changed from: ${null == prevRdfPlayer ? null : JSON.stringify(prevRdfPlayer)}, , to: ${JSON.stringify(rdfPlayer)}`);
|
||||||
this.animComp.playAnimation(newAnimName);
|
this.animComp.playAnimation(newAnimName);
|
||||||
|
} else {
|
||||||
|
const animationData = this.animComp._armature.animation._animations[newAnimName];
|
||||||
|
let fromAnimFrame = (animationData.frameCount - rdfPlayer.framesToRecover);
|
||||||
|
if (fromAnimFrame > 0) {
|
||||||
|
// console.warn(`JoinIndex=${rdfPlayer.joinIndex}, playing ${newAnimName} from the middle: rdfPlayer.framesToRecover=${rdfPlayer.framesToRecover} while the playing anim is ${this.animComp.animationName}, player rdf changed from: ${null == prevRdfPlayer ? null : JSON.stringify(prevRdfPlayer)}`);
|
||||||
|
} else if (fromAnimFrame < 0) {
|
||||||
|
// For Atk1 or Atk2, it's possible that the "meleeBullet.recoveryFrames" is configured to be slightly larger than corresponding animation duration frames
|
||||||
|
fromAnimFrame = 0;
|
||||||
|
}
|
||||||
|
// console.warn(`JoinIndex=${rdfPlayer.joinIndex}, playing ${newAnimName} from the middle: fromAnimFrame=${fromAnimFrame}, animFrameCount=${animationData.frameCount}, rdfPlayer.framesToRecover=${rdfPlayer.framesToRecover} while the playing anim is ${this.animComp.animationName}`);
|
||||||
|
this.animComp._armature.animation.gotoAndPlayByFrame(newAnimName, fromAnimFrame);
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
});
|
});
|
||||||
|
Loading…
x
Reference in New Issue
Block a user