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{
看到这么长的脚本,你们总该知道为什么我需要一个脚本产生工具了吧
这个脚本是不完整的,没有写音效,没有写粒子,比如角色死亡时的特效
这是一条黑龙的模型驱动脚本,我先ctrl+v过来,然后花了10分钟来改写,虽然有详细的常量,但还是非常麻烦,不是吗。
下图是该脚本的工作/运行环境
}
uses MDLAuto;
const
//*****************************************************************************************
//owner type
//TRULEDummyOwnerType(rdotSelf, rdotNeutrally, rdotAntagonize, rdotAlly, rdotWorld)
_OwnerType=rdotSelf;
//*****************************************************************************************
//state type
//TRULEDummyCubeStateType(rostDummy, rostStatic, rostStaticTraversing, potStaticUnderprop, rostMovement, rostMovementTraversing, rostMovementFly)
_StateType=rostMovement;
//*****************************************************************************************
//show shadow
_ShadowVolume=True;
//*****************************************************************************************
//map open a time auto preload,only for WorldEditor build mode,no interface manual
_Preload=False;
//*****************************************************************************************
//radius
_Radius=100;
//*****************************************************************************************
//autofree
_AutoFree=True;
//*****************************************************************************************
//skin mesh
_Skin_CFG='Skin.SMD';
//*****************************************************************************************
//load format (animated file)#13#10(animated file)#13#10.......
//animated switch format (animated name):(frame):(animate mode)
//*****************************************************************************************
{ IDLE animated, }
_IDLE_CFG='IDLE1.smd'+#13#10+'IDLE2.smd';
//
_IDLE_50_AnimatedSwitch='IDLE1:60';
_IDLE_30_AnimatedSwitch='IDLE2:60';
_IDLE_20_AnimatedSwitch='IDLE2:60';
//*****************************************************************************************
{ Attack animated, }
_Attack_CFG='Attack1.smd';
//
_Attack_60_AnimatedSwitch='Attack1:80';
_Attack_60_Trigger_PercentFrame=50;
_Attack_60_Trigger_SkeletonBoneName='';
//
_Attack_40_AnimatedSwitch='Attack1:80';
_Attack_40_Trigger_PercentFrame=50;
_Attack_40_Trigger_SkeletonBoneName='';
//*****************************************************************************************
{ Remote animated, }
_Remote_CFG=_Attack_CFG;
//
_Remote_60_AnimatedSwitch=_Attack_60_AnimatedSwitch;
_Remote_60_Trigger_PercentFrame=_Attack_60_Trigger_PercentFrame;
_Remote_60_Trigger_SkeletonBoneName=_Attack_60_Trigger_SkeletonBoneName;
//
_Remote_40_AnimatedSwitch=_Attack_40_AnimatedSwitch;
_Remote_40_Trigger_PercentFrame=_Attack_40_Trigger_PercentFrame;
_Remote_40_Trigger_SkeletonBoneName=_Attack_40_Trigger_SkeletonBoneName;
//*****************************************************************************************
{ Spell animated, }
_Spell_CFG='Spell.smd';
//
_Spell_60_AnimatedSwitch='Spell:80';
_Spell_60_Trigger_PercentFrame=50;
_Spell_60_Trigger_SkeletonBoneName='';
//
_Spell_40_AnimatedSwitch='Spell:80';
_Spell_40_Trigger_PercentFrame=50;
_Spell_40_Trigger_SkeletonBoneName='';
//*****************************************************************************************
{ Special animated, }
_Special_CFG=_Attack_CFG;
//
_Special_60_AnimatedSwitch=_Attack_60_AnimatedSwitch;
_Special_60_Trigger_PercentFrame=_Attack_60_Trigger_PercentFrame;
_Special_60_Trigger_SkeletonBoneName=_Attack_60_Trigger_SkeletonBoneName;
//
_Special_40_AnimatedSwitch=_Attack_40_AnimatedSwitch;
_Special_40_Trigger_PercentFrame=_Attack_40_Trigger_PercentFrame;
_Special_40_Trigger_SkeletonBoneName=_Attack_40_Trigger_SkeletonBoneName;
//*****************************************************************************************
{ Use animated, }
_Use_CFG=_Spell_CFG;
//
_Use_60_AnimatedSwitch=_Spell_60_AnimatedSwitch;
_Use_60_Trigger_PercentFrame=_Spell_60_Trigger_PercentFrame;
_Use_60_Trigger_SkeletonBoneName=_Spell_60_Trigger_SkeletonBoneName;
//
_Use_40_AnimatedSwitch=_Spell_40_AnimatedSwitch;
_Use_40_Trigger_PercentFrame=_Spell_40_Trigger_PercentFrame;
_Use_40_Trigger_SkeletonBoneName=_Spell_40_Trigger_SkeletonBoneName;
//*****************************************************************************************
{ Walk animated, }
_Walk_CFG='Walk1.smd';
_Walk_AnimatedSwitch='Walk1';
_Walk_StandMovementSpeed=200;
_Walk_StandFrameInterval=80;
//*****************************************************************************************
{ Run animated, }
_Run_CFG='Walk2.smd';
_Run_AnimatedSwitch='Walk2';
_Run_StandMovementSpeed=200;
_Run_StandFrameInterval=80;
//*****************************************************************************************
{ DIE animated, }
_DIE_CFG='DIE.smd';
_DIE_AnimatedSwitch='DIE:80';
//*****************************************************************************************
{ Ready animated, }
_Ready_CFG='IDLE1.smd';
_Ready_AnimatedSwitch='IDLE1:80';
//implementation script
var
_ObjectData:TObjectDataManager;
_DataFramework:TRULESectionTextEngine;
//
_Parent:TDummyCube;
_Actor:TActor;
//
_Attack_60_Trigger_SkeletonBone:TSkeletonBone;
_Attack_40_Trigger_SkeletonBone:TSkeletonBone;
_Remote_60_Trigger_SkeletonBone:TSkeletonBone;
_Remote_40_Trigger_SkeletonBone:TSkeletonBone;
_Spell_60_Trigger_SkeletonBone:TSkeletonBone;
_Spell_40_Trigger_SkeletonBone:TSkeletonBone;
_Special_60_Trigger_SkeletonBone:TSkeletonBone;
_Special_40_Trigger_SkeletonBone:TSkeletonBone;
_Use_60_Trigger_SkeletonBone:TSkeletonBone;
_Use_40_Trigger_SkeletonBone:TSkeletonBone;
procedure _Destroy(Sender:TObject);
begin
_DataFramework.Free;
DisableResident;
end;
procedure _IDLE_FrameReached(Sender:TObject);
var
_R:Integer;
_AnimatedSwitch:string;
_Name:string;
_Interval:Integer;
begin
_R:=RandomRange(0, 100);
if _R= ___Percent) then
begin
ActorTriggerSpellFromMDL(_Parent, ___SkeletonBone);
_Actor.OnProgress:=nil;
with _Parent.Procs[C_ReadyInterface] do
begin
Variantvalues['Wait']:=True;
Execute;
end;
end;
end;
procedure _Attack_FrameReached(Sender:TObject);
var
_R:Integer;
_AnimatedSwitch:string;
_Name:string;
_Interval:Integer;
begin
_R:=RandomRange(0, 100);
if _R0);
_Actor.OnProgress:=@_Attack_Remote_Spell_Special_Use_Progress;
end;
function Proc_Attack(Sender:TRULEProc): Variant;
begin
Result:=True;
//
_Actor.OnProgress:=nil;
_Actor.OnFrameChanged:=nil;
_Actor.OnStartFrameReached:=@_Attack_FrameReached;
_Actor.OnEndFrameReached:=nil;
//
_Actor.AnimationMode:=aamLoop;
if not Sender.Variantvalues['Wait'] then _Attack_FrameReached(_Actor);
end;
procedure _Remote_FrameReached(Sender:TObject);
var
_R:Integer;
_AnimatedSwitch:string;
_Name:string;
_Interval:Integer;
begin
_R:=RandomRange(0, 100);
if _R0);
_Actor.OnProgress:=@_Attack_Remote_Spell_Special_Use_Progress;
end;
function Proc_Remote(Sender:TRULEProc): Variant;
begin
Result:=True;
//
_Actor.OnProgress:=nil;
_Actor.OnFrameChanged:=nil;
_Actor.OnStartFrameReached:=@_Remote_FrameReached;
_Actor.OnEndFrameReached:=nil;
//
_Actor.AnimationMode:=aamLoop;
if not Sender.Variantvalues['Wait'] then _Remote_FrameReached(_Actor);
end;
procedure _Spell_FrameReached(Sender:TObject);
var
_R:Integer;
_AnimatedSwitch:string;
_Name:string;
_Interval:Integer;
begin
_R:=RandomRange(0, 100);
if _R0);
_Actor.OnProgress:=@_Attack_Remote_Spell_Special_Use_Progress;
end;
function Proc_Spell(Sender:TRULEProc): Variant;
begin
Result:=True;
//
_Actor.OnProgress:=nil;
_Actor.OnFrameChanged:=nil;
_Actor.OnStartFrameReached:=@_Spell_FrameReached;
_Actor.OnEndFrameReached:=nil;
//
_Actor.AnimationMode:=aamLoop;
if not Sender.Variantvalues['Wait'] then _Spell_FrameReached(_Actor);
end;
procedure _Special_FrameReached(Sender:TObject);
var
_R:Integer;
_AnimatedSwitch:string;
_Name:string;
_Interval:Integer;
begin
_R:=RandomRange(0, 100);
if _R0);
_Actor.OnProgress:=@_Attack_Remote_Spell_Special_Use_Progress;
end;
function Proc_Special(Sender:TRULEProc): Variant;
begin
Result:=True;
//
_Actor.OnProgress:=nil;
_Actor.OnFrameChanged:=nil;
_Actor.OnStartFrameReached:=@_Special_FrameReached;
_Actor.OnEndFrameReached:=nil;
//
_Actor.AnimationMode:=aamLoop;
if not Sender.Variantvalues['Wait'] then _Special_FrameReached(_Actor);
end;
procedure _Use_FrameReached(Sender:TObject);
var
_R:Integer;
_AnimatedSwitch:string;
_Name:string;
_Interval:Integer;
begin
_R:=RandomRange(0, 100);
if _R0);
_Actor.OnProgress:=@_Attack_Remote_Spell_Special_Use_Progress;
end;
function Proc_Use(Sender:TRULEProc): Variant;
begin
Result:=True;
//
_Actor.OnProgress:=nil;
_Actor.OnFrameChanged:=nil;
_Actor.OnStartFrameReached:=@_Use_FrameReached;
_Actor.OnEndFrameReached:=nil;
//
_Actor.AnimationMode:=aamLoop;
if not Sender.Variantvalues['Wait'] then _Use_FrameReached(_Actor);
end;
function Proc_Walk(Sender:TRULEProc): Variant;
begin
Result:=True;
//
_Actor.OnProgress:=nil;
_Actor.OnFrameChanged:=nil;
_Actor.OnStartFrameReached:=nil;
_Actor.OnEndFrameReached:=nil;
//
_Actor.Interval:=_Walk_StandFrameInterval;
_Actor.AnimationMode:=aamLoop;
_Actor.SwitchToAnimationFromName(_Walk_AnimatedSwitch, _Actor.CurrentFrame>0);
end;
function Proc_Run(Sender:TRULEProc): Variant;
begin
Result:=True;
//
_Actor.OnProgress:=nil;
_Actor.OnFrameChanged:=nil;
_Actor.OnStartFrameReached:=nil;
_Actor.OnEndFrameReached:=nil;
//
_Actor.Interval:=_Run_StandFrameInterval;
_Actor.AnimationMode:=aamLoop;
_Actor.SwitchToAnimationFromName(_Run_AnimatedSwitch, _Actor.CurrentFrame>0);
end;
procedure _DIE_FrameReached(Sender:TObject);
var
_Name:string;
_Interval:Integer;
begin
_Actor.OnStartFrameReached:=nil;
//
FilterAnimatedText(_DIE_AnimatedSwitch, _Name, _Interval);
_Actor.Interval:=_Interval;
_Actor.AnimationMode:=aamPlayOnce;
_Actor.SwitchToAnimationFromName(_Name, _Actor.CurrentFrame>0);
end;
function Proc_DIE(Sender:TRULEProc): Variant;
begin
Result:=True;
//
_Actor.OnProgress:=nil;
_Actor.OnFrameChanged:=nil;
_Actor.OnStartFrameReached:=@_DIE_FrameReached;
_Actor.OnEndFrameReached:=nil;
//
_Actor.AnimationMode:=aamLoop;
if not Sender.Variantvalues['Wait'] then _DIE_FrameReached(_Actor);
end;
procedure _Ready_FrameReached(Sender:TObject);
var
_Name:string;
_Interval:Integer;
begin
_Actor.OnStartFrameReached:=nil;
//
FilterAnimatedText(_Ready_AnimatedSwitch, _Name, _Interval);
_Actor.AnimationMode:=aamLoop;
_Actor.Interval:=_Interval;
_Actor.SwitchToAnimationFromName(_Name, _Actor.CurrentFrame>0);
end;
function Proc_Ready(Sender:TRULEProc): Variant;
begin
Result:=True;
//
_Actor.OnProgress:=nil;
_Actor.OnFrameChanged:=nil;
_Actor.OnStartFrameReached:=@_Ready_FrameReached;
_Actor.OnEndFrameReached:=nil;
//
_Actor.AnimationMode:=aamLoop;
if not Sender.Variantvalues['Wait'] then _Ready_FrameReached(_Actor);
end;
procedure InitExternalAPI;
begin
//init external api
_Parent.Procs.New(C_IDLEInterface).OnProcExecute:[email protected]_IDLE;
_Parent.Procs.New(C_AttackInterface).OnProcExecute:[email protected]_Attack;
_Parent.Procs.New(C_RemoteInterface).OnProcExecute:[email protected]_Remote;
_Parent.Procs.New(C_SpellInterface).OnProcExecute:[email protected]_Spell;
_Parent.Procs.New(C_SpecialInterface).OnProcExecute:[email protected]_Special;
_Parent.Procs.New(C_WalkInterface).OnProcExecute:[email protected]_Walk;
_Parent.Procs.New(C_RunInterface).OnProcExecute:[email protected]_Run;
_Parent.Procs.New(C_UseInterface).OnProcExecute:[email protected]_Use;
_Parent.Procs.New(C_DIEInterface).OnProcExecute:[email protected]_DIE;
_Parent.Procs.New(C_ReadyInterface).OnProcExecute:[email protected]_Ready;
end;
procedure LoadSK(_List:string);
var
Rep_Int:Integer;
_SL:TStrings;
begin
_SL:=TStringList.Create;
if mlLimitTextAsList(_List, #13#10, _SL) then
begin
for Rep_Int:=0 to _SL.Count-1 do
begin
if _Actor.Animations.FindName(mlMaskLastStr(_SL[Rep_Int], '.'))=nil then
begin
AddSKToActorFromMDL(_Actor, _SL[Rep_Int]);
end;
end;
end;
_SL.Free;
end;
procedure LoadSMD;
begin
LoadSKSkinToActorFromMDL(_Actor, _Skin_CFG);
//
LoadSK(_IDLE_CFG);
LoadSK(_Attack_CFG);
LoadSK(_Remote_CFG);
LoadSK(_Spell_CFG);
LoadSK(_Special_CFG);
LoadSK(_Walk_CFG);
LoadSK(_Run_CFG);
LoadSK(_Use_CFG);
LoadSK(_DIE_CFG);
LoadSK(_Ready_CFG);
end;
procedure ScanSkeletonBone;
begin
_Attack_60_Trigger_SkeletonBone:=_Actor.Skeleton.RootBones.BoneByName(_Attack_60_Trigger_SkeletonBoneName);
_Attack_40_Trigger_SkeletonBone:=_Actor.Skeleton.RootBones.BoneByName(_Attack_40_Trigger_SkeletonBoneName);
_Remote_60_Trigger_SkeletonBone:=_Actor.Skeleton.RootBones.BoneByName(_Remote_60_Trigger_SkeletonBoneName);
_Remote_40_Trigger_SkeletonBone:=_Actor.Skeleton.RootBones.BoneByName(_Remote_40_Trigger_SkeletonBoneName);
_Spell_60_Trigger_SkeletonBone:=_Actor.Skeleton.RootBones.BoneByName(_Spell_60_Trigger_SkeletonBoneName);
_Spell_40_Trigger_SkeletonBone:=_Actor.Skeleton.RootBones.BoneByName(_Spell_40_Trigger_SkeletonBoneName);
_Special_60_Trigger_SkeletonBone:=_Actor.Skeleton.RootBones.BoneByName(_Special_60_Trigger_SkeletonBoneName);
_Special_40_Trigger_SkeletonBone:=_Actor.Skeleton.RootBones.BoneByName(_Special_40_Trigger_SkeletonBoneName);
_Use_60_Trigger_SkeletonBone:=_Actor.Skeleton.RootBones.BoneByName(_Use_60_Trigger_SkeletonBoneName);
_Use_40_Trigger_SkeletonBone:=_Actor.Skeleton.RootBones.BoneByName(_Use_40_Trigger_SkeletonBoneName);
end;
//main
begin
//entry
_Parent:=TDummyCube(TriggerTarget);
_ObjectData:=TObjectDataManager(TriggerSource);
_Parent.Roll(-90);
//fixed options
_Parent.StateData.Fixed_Type:=_StateType;
_Parent.StateData.Fixed_OwnerType:=_OwnerType;
_Parent.StateData.Fixed_ShadowVolume:=_ShadowVolume;
_Parent.StateData.Fixed_Preload:=_Preload;
_Parent.StateData.Fixed_Radius:=_Radius;
_Parent.StateData.Fixed_AutoFree:=_AutoFree;
//init data framework
_DataFramework:=GetDataFrameworkFromMDL;
//init api
InitExternalAPI;
//init actor
_Actor:=TActor.CreateAsChild(_Parent);
_Actor.Reference:=aarSkeleton;
_Actor.OverlaySkeleton:=True;
InitActorMaterialFromMDL(_Actor);
//custom material process, custom texture options here
with GetActorTextureFromMDL(_Actor, 'BlackDragon.tga', 'BlackDragon.tga') do
begin
Material.BlendingMode:=bmOpaque;
Material.FaceCulling:=fcNoCull;
end;
//load smd
LoadSMD;
//scan and initiation Skeleton Bone
ScanSkeletonBone;
//auto play ILDE animated
with _Parent.Procs[C_IDLEInterface] do
begin
Variantvalues['Wait']:=False;
Execute;
end;
//Resident
_Parent.OnDestroy:=@_Destroy;
EnabledResident;
end.
[此贴子已经被作者于2007-1-26 21:14:36编辑过]
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