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			145 lines
		
	
	
		
			No EOL
		
	
	
		
			5.5 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
			
		
		
	
	
			145 lines
		
	
	
		
			No EOL
		
	
	
		
			5.5 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
| local anim = require('openmw.animation')
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| local self = require('openmw.self')
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| 
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| local playBlendedHandlers = {}
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| local function onPlayBlendedAnimation(groupname, options)    
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|     for i = #playBlendedHandlers, 1, -1 do
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|         if playBlendedHandlers[i](groupname, options) == false then
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|             return
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|         end
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|     end
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| end
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| 
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| local function playBlendedAnimation(groupname, options)
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|     onPlayBlendedAnimation(groupname, options)
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|     if options.skip then
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|         return
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|     end
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|     anim.playBlended(self, groupname, options)
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| end
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| 
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| local textKeyHandlers = {}
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| local function onAnimationTextKey(groupname, key)
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|     local handlers = textKeyHandlers[groupname]
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|     if handlers then
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|         for i = #handlers, 1, -1 do
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|             if handlers[i](groupname, key) == false then
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|                 return
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|             end
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|         end
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|     end
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|     handlers = textKeyHandlers['']
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|     if handlers then
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|         for i = #handlers, 1, -1 do
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|             if handlers[i](groupname, key) == false then
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|                 return
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|             end
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|         end
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|     end
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| end
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| 
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| local initialized = false
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| 
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| local function onUpdate(dt)
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|     -- The script is loaded before the actor's CharacterController object is initialized, therefore
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|     -- we have to delay this initialization step or the call won't have any effect.
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|     if not initialized then
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|         self:_enableLuaAnimations(true)
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|         initialized = true
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|     end
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| end
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| 
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| return {
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|     engineHandlers = { 
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|         _onPlayAnimation = playBlendedAnimation,
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|         _onAnimationTextKey = onAnimationTextKey,
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|         onUpdate = onUpdate,
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|     },
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|     
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|     interfaceName = 'AnimationController',
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|     --- 
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|     -- Animation controller interface
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|     -- @module AnimationController
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|     -- @usage local anim = require('openmw.animation')
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|     -- local I = require('openmw.interfaces')
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|     --
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|     -- -- play spellcast animation 
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|     -- I.AnimationController.playBlendedAnimation('spellcast', { startkey = 'self start', stopkey = 'self stop', priority = {
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|     --      [anim.BONE_GROUP.RightArm] = anim.PRIORITY.Weapon,
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|     --      [anim.BONE_GROUP.LeftArm] = anim.PRIORITY.Weapon,
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|     --      [anim.BONE_GROUP.Torso] = anim.PRIORITY.Weapon,
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|     --      [anim.BONE_GROUP.LowerBody] = anim.PRIORITY.WeaponLowerBody
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|     --      } })
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|     -- 
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|     -- @usage -- react to the spellcast release textkey
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|     -- I.AnimationController.addTextKeyHandler('spellcast', function(groupname, key)
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|     --     -- Note, Lua is 1-indexed so have to subtract 1 less than the length of 'release'
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|     --     if key.sub(key, #key - 6) == 'release' then
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|     --         print('Abra kadabra!')
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|     --     end
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|     -- end)
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|     --
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|     -- @usage -- Add a text key handler that will react to all keys
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|     -- I.AnimationController.addTextKeyHandler('', function(groupname, key)
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|     --     if key.sub(key, #key - 2) == 'hit' and not key.sub(key, #key - 7) == ' min hit' then
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|     --         print('Hit!')
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|     --     end
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|     -- end)
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|     -- 
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|     -- @usage -- Make a handler that changes player attack speed based on current fatigue
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|     -- I.AnimationController.addPlayBlendedAnimationHandler(function (groupname, options)
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|     --     local stop = options.stopkey
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|     --     if #stop > 10 and stop.sub(stop, #stop - 10) == ' max attack' then
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|     --         -- This is an attack wind up animation, scale its speed by attack 
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|     --         local fatigue = Actor.stats.dynamic.fatigue(self)
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|     --         local factor = 1 - fatigue.current / fatigue.base
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|     --         speed = 1 - factor * 0.8
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|     --         options.speed = speed
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|     --     end
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|     -- end)
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|     -- 
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|     
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|     interface = {
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|         --- Interface version
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|         -- @field [parent=#AnimationController] #number version
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|         version = 0,
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|         
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|         --- AnimationController Package
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|         -- @type Package
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|         
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|         --- Make this actor play an animation. Makes a call to @{openmw.animation#playBlended}, after invoking handlers added through addPlayBlendedAnimationHandler
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|         -- @function [parent=#AnimationController] playBlendedAnimation
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|         -- @param #string groupname The animation group to be played
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|         -- @param #table options The table of play options that will be passed to @{openmw.animation#playBlended}
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|         playBlendedAnimation = playBlendedAnimation,
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| 
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|         --- Add new playBlendedAnimation handler for this actor
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|         -- If `handler(groupname, options)` returns false, other handlers for
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|         -- the call will be skipped.
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|         -- @function [parent=#AnimationController] addPlayBlendedAnimationHandler
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|         -- @param #function handler The handler.
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|         addPlayBlendedAnimationHandler = function(handler)
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|             playBlendedHandlers[#playBlendedHandlers + 1] = handler
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|         end,
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| 
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|         --- Add new text key handler for this actor
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|         -- While playing, some animations emit text key events. Register a handle to listen for all
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|         -- text key events associated with this actor's animations.
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|         -- If `handler(groupname, key)` returns false, other handlers for
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|         -- the call will be skipped.
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|         -- @function [parent=#AnimationController] addTextKeyHandler
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|         -- @param #string groupname Name of the animation group to listen to keys for. If the empty string or nil, all keys will be received
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|         -- @param #function handler The handler.
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|         addTextKeyHandler = function(groupname, handler)
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|             if not groupname then
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|                 groupname = ""
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|             end
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|             local handlers = textKeyHandlers[groupname]
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|             if handlers == nil then
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|                 handlers = {}
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|                 textKeyHandlers[groupname] = handlers
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|             end
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|             handlers[#handlers + 1] = handler
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|         end,
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|     }
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| } |