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[游戏程序] 模型和游戏怎样结合的技术 [复制链接]

九艺网 2017-3-10 17:01:18

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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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