const BaseCharacter = require("./BaseCharacter"); window.ATK_CHARACTER_STATE = { Idle1: [0, "Idle1"], Walking: [1, "Walking"], Atk1: [2, "Atk1"], Atked1: [3, "Atked1"], }; window.ATK_CHARACTER_STATE_ARR = []; for (let k in window.ATK_CHARACTER_STATE) { window.ATK_CHARACTER_STATE_ARR.push(window.ATK_CHARACTER_STATE[k]); } cc.Class({ extends: BaseCharacter, properties: { animNode: { type: cc.Node, default: null }, }, ctor() { this.speciesName = null; this.hp = 100; this.maxHp = 100; this.framesToRecover = 0; }, setSpecies(speciesName) { this.speciesName = speciesName; this.effAnimNode = this.animNode.getChildByName(this.speciesName); this.animComp = this.effAnimNode.getComponent(dragonBones.ArmatureDisplay); this.animComp.playAnimation(ATK_CHARACTER_STATE.Idle1[1]); this.effAnimNode.active = true; }, onLoad() { BaseCharacter.prototype.onLoad.call(this); }, updateCharacterAnim(rdfPlayer, prevRdfPlayer, forceAnimSwitch) { // Update directions if (this.animComp && this.animComp.node) { if (0 > rdfPlayer.dirX) { this.animComp.node.scaleX = (-1.0); } else if (0 < rdfPlayer.dirX) { this.animComp.node.scaleX = (1.0); } } // Update per character state let newCharacterState = rdfPlayer.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 (newAnimName == this.animComp.animationName) { 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: ${JSON.stringify(rdfPlayer)}`); this.animComp.playAnimation(newAnimName); } else { const animationData = this.animComp._armature.animation._animations[newAnimName]; let fromAnimFrame = (animationData.frameCount - rdfPlayer.framesToRecover); if (fromAnimFrame > 0) { // console.warn(`JoinIndex=${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); } }, });